Nai Posted yesterday at 03:24 PM Share Posted yesterday at 03:24 PM 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 Link to post
AshuraDX Posted yesterday at 03:35 PM Share Posted yesterday at 03:35 PM 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 😉 Link to post
Nai Posted 22 hours ago Author Share Posted 22 hours ago 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 ! Link to post
ChalklYne Posted 21 hours ago Share Posted 21 hours ago @Nai could you export an fbx or an obj and I'll take a look for you Link to post
Nai Posted 21 hours ago Author Share Posted 21 hours ago 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 ? Link to post
ChalklYne Posted 21 hours ago Share Posted 21 hours ago Your actual counts 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 Link to post
Nai Posted 21 hours ago Author Share Posted 21 hours ago In Gmax, it counts around 400 only, dont you think it is a problem with the intersections ? https://imgur.com/FovMo4D Link to post
ChalklYne Posted 20 hours ago Share Posted 20 hours ago yeah theres only 401 verts there, but, the way you split your uv map adds verts. like this... Spoiler when you actually want something more like this Spoiler its a lame example, but you should get it. the more cuts, the more verts. Link to post
Nai Posted 19 hours ago Author Share Posted 19 hours ago 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... Link to post
ChalklYne Posted 8 hours ago Share Posted 8 hours ago 10 hours ago, Nai said: 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... Try this one https://www.dropbox.com/s/i7fqs9qb8dtydgz/naihilt-test_Chalk.gmax?dl=0 See how many verts it gives you before you export, and after you export. Link to post
Nai Posted 15 minutes ago Author Share Posted 15 minutes ago 1400, but witout the uvmap... Did you changed something ? Link to post
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