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Saber Hilt Has too many Vert... ?


Nai

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Hello everybody !

Okay so i decided to create a hilt following the virtue tutorial with Gmax.

https://virtue.thejediacademy.net/tutorials/hilts/saber_tutorial.html

However i have a problem.

When i select my object it says that i have around 400 vertices wich should be okay.

but after export in md5-view it says i have over 1800...

needless to say the game cant handle it and gives me an error message.

 

I think i may have an overlapping problem but i have zero idea how to solve it.

Here are the md5 and the gmax file if you want to take a look.

https://drive.google.com/drive/folders/1KaT2b_kJJTndzrfi3Oan1dmrYggBx7Uu?usp=sharing

 

IF you have any idea how to solve this i would be very glad =D

 

Thanks

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Hey,

There are two factors that increase Vertex count when exporting models for the game:

1. Non-smoothed/hard edges

2. UV Seams

Both cause the exporters to duplicate the vertices at those locations.

now onto Solutions:

1. Try tweaking the smoothing groups on your model to reduce the amount of hard edges

2. If you have not finalized your textures yet, try editing the UV Layout to reduce the number of seams (usually displayed as green edges in 3ds max and gmax too iirc)

3. Split the model into multiple sub-meshes that stay under 1000 verts each, this is usually the go-to solution but should be a last resort if you absolutely can not get below the threshhold on your mesh by following Solution 1 and 2 

Let me know if you have further questions 😉

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Thank for the advice but iam really a complete noob in modeling so ill need more explainations...

1- Non smoothered hard edges.

I really dont want my model to look more smooth or rounded, id like to keep it blocky, also i dont really see how smoothing the edges could reduce the vertices count...

2- UV Seam

Okay this could be a problem, for some faces i dont need to have 6 different squares, so i stacked them, but not perfectly, it basically looks like that

https://imgur.com/uvwyweU

are you telling me that each of them will count as a vertice somehow ?

Should i correct them to be perfectly stacked ?

3- Divide the model into sub parts

I think my model isnt that complicated and could be patched so it fits the game witout that, but as im unexperimented i may be mistaken, here's a screen of my model, maybe you have a better idea about that ? 

https://imgur.com/pw5nkbV

 

Last note : im no expert but i really think this part (screenshot below) is the main problem, the "radiator-like" part was another object that i assembled with the main part of the hilt.

the parts crossed and merged in a wierd fashion.

I also added some buttons as you can also see here, they are crossing the main part too...

In both cases i end up with theses wierd glitches, and by looking on some other posts this could create hundreds of unwanted verteces in the exportation...

https://imgur.com/FovMo4D

Do you know exactly how i could remove them ?

 

Sorry, there is a lot of questions but im really new to this =D

Thanks for your help !

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I dont think i can export as an .obj in gmax, but in my first post there is the .md3 and the gmax file...

if you really need the .obj do you have a way to convert them ?

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Your actual counts

 

j15zeOE.jpg

 

Can we have a look at your uv map?

 

if youd like an easy solution though, without all the explanation, then split the model in 2 approximately equal parts. i.e. w_saber_base and w_saber_handle or something like that, and now your verts per surface will be under 1000

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yeah theres only 401 verts there, but, the way you split your uv map adds verts.

like this...

Spoiler

gSXaX4F.jpg

 

 

 

when you actually want something more like this

Spoiler

r7EXxOm.jpg

 

its a lame example, but you should get it. the more cuts, the more verts.

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Thanks for the info, but there is another problem, i really have no idea on how to stick the vertices together, there should be a way to do it but in gmax i have no idea how...

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