Having trouble Exporting

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Re: Having trouble Exporting

Postby boblishman » Wed Feb 18, 2009 4:19 pm

a great example of good modelling technique (low poly) is here .... viewtopic.php?f=7&t=2717

Just have a close look at those (untextured) models onn page two of the thread ... and you can see how the number of polygons is kept to a minimum ... but without loosing any design quality ...
when it comes to Age creation ... "DOH" seems to be my middle name...
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Re: Having trouble Exporting

Postby I.Brattin » Wed Feb 18, 2009 6:50 pm

Thats something to work on for the future. I still would like to try and get the poly count down on this one. Hate to put all that work in it and it be for nothing.
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Re: Having trouble Exporting

Postby Oneironaut » Wed Feb 18, 2009 8:43 pm

You can use the "Optimize" Modifier in 3dsmax too.
"Modifiers > Mesh Editing > Optimize"
It will trash faces that are not necessary.
If you can show me the model via screenshot, mybe i can give you more tips ^^
Don't give up ;)
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Re: Having trouble Exporting

Postby I.Brattin » Thu Feb 19, 2009 9:57 am

Well I finally got it to export.

The optimize stuff in Max didn't really work. Well it did but it changed the mesh so much that it made it unrecognizable.

I ended up going back to Zib's first post and trying to break it up. Took like a least 10 times of going hiting 'b' selecting a portion of it, and hiting 'p' and seperating it, before it finally would export.
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Re: Having trouble Exporting

Postby boblishman » Thu Feb 19, 2009 10:01 am

well... that's about correct ... (90,000 divided by 10 = 9000 per object ... :))

Just be aware that more polys = more lag/slower performance...

(oh and make sure Shadbuf is turned off on any materials for these meshes ... or Uru will just fall over.)
when it comes to Age creation ... "DOH" seems to be my middle name...
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Re: Having trouble Exporting

Postby I.Brattin » Thu Feb 19, 2009 10:26 am

Yeah I just noticed that. I linked in and boom all was black and I just started falling.

Edit: Made a slight oops. Put the Linkin spot below everything which explains why I kept falling.
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Re: Having trouble Exporting

Postby boblishman » Thu Feb 19, 2009 10:45 am

ok... you fell because you probably havent made the gound "solid" at the link in point. (add bounds to the mesh ... check the wiki)

Also, your avatar will be black if you have not put any "sun" lights into the Age ... and your ground will be back if you have shadeless switched OFF on the material and you have no lights ... ;)
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Re: Having trouble Exporting

Postby I.Brattin » Thu Feb 19, 2009 11:11 am

Avatar wasn't black. The world around it was black. And I put the link-in spot below the world which is why I fell. I'm still having some trouble getting it in the right place.
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Re: Having trouble Exporting

Postby I.Brattin » Thu Feb 19, 2009 12:37 pm

Here is what I am seeing, I have tried it with Shadeless turned on and off.

I have uploaded the Blend file Here in case someone wants to take a look at it and tell me what I may be doing wrong.
Attachments
Yaeveiv2.jpg
Yaeveiv2.jpg (14.89 KiB) Viewed 3316 times
Yaeveiv.jpg
Yaeveiv.jpg (14.65 KiB) Viewed 3317 times
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Re: Having trouble Exporting

Postby Jojon » Thu Feb 19, 2009 3:09 pm

Your UV sets seem to be mostly "blank" -- when I look at them in the UV/Image editor, I see a single dot. Did you import the UV coordinates with the mesh? Otherwise try to unwrap them using the "U" key, in edit mode - I am assuming you are using a parallel projection, scaled to tile a number of times -- if so; go for that when unwrapping, at least initially...

Two things one might mention:

* You can get rid of a good 5000 faces, simply by throwing away the superflous vertices along the edges, that create the unneeded cutsetion walls -- select all these and then press Ctrl-plus_sign_on_the_numeric_keypad, prior to deleting, in order to to trim the corresponingly higher_density_than_the_rest_of_the_mesh vertices at the top edges, as well and you're down to roughly 83k just there.

* There are quite a few sharp ridges and valleys, that have a higher than median density - they are also fixed in what I assume to be a pre-reduction grid and are at regular spaces convex in the valleys and concave at the ridges, causing a serrated look. This may need some attention, which would also likely further reduce polygon count. You can do it manually, or try putting parts of the mesh, that you want to survive polygon reduction, in a group, before reaching for the poly reducer script, to see what that might make of it all.


Hope any of that helps...


UPDATE:

Ok, I stayed up late and tried an export. It turns out you are using ORTO mapping -- you are going to have to use UVs, I'm afraid.
If you find your world flat looking, that is because you have made the material shadeless - untick the shadeless button, then your lamps should do their work.
I don't think you need to have your plain statics being actors.

Oh and you may find the current scale a bit off what you had in mind. :)
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