Questions about high poly models
#1
Posté 07 juillet 2011 - 08:00
dreadknight and LK armor over. Last time i tried it failed miserably
resulting in the model
pretty much exploding ingame. Ive done some conversions with low poly
stuff without much trouble. My question is how is it done?
Is it something im doing wrong or are the blender tools just not capable of exporting the model correctly?
example http://s759.photobuc...urrent=3859.jpg
I have a 21500k poly budget in blender, anything higher explodes ingame
#2
Posté 08 juillet 2011 - 02:07
#3
Posté 08 juillet 2011 - 02:20
Modifié par Trumpdog001, 08 juillet 2011 - 02:21 .
#4
Posté 08 juillet 2011 - 03:36
#5
Posté 08 juillet 2011 - 07:39
#6
Posté 08 juillet 2011 - 03:04
#7
Posté 09 juillet 2011 - 03:09
Last time i loaded a finished model into gmax...it appeared to have no uv mapping with it on import, another thing i try to stay away from. Im not good with remapping uvs after unwrapping. Obviously no weighting aswell.
#8
Posté 09 juillet 2011 - 09:17
So i would assume that it will work ingame aswell=) I chose replacing a model as a static unweighted msh because
gmax for whatever reason claims that .3ds is an improper file format.
Any idea why?
Modifié par Trumpdog001, 09 juillet 2011 - 09:21 .
#9
Posté 09 juillet 2011 - 06:06
To use it, extract the zip file to a folder in GMax's Scripts directory. In GMax, do the following (refer to pic below):
1. Click the Utilities tab
2. Then the MAXScript button
3. Then the Run Script button, which opens a browse for file dialogue window that should default to your Scripts directory. Browse to importobj.ms and choose Open.
4. In the drop down tab, highlight "Wavefront OBJ Import" and click on it
5. Click on the Import button and browse to your OBJ file.

Obviously you'll need to export your original mesh in Blender as an OBJ to use this approach. If you UV mapped and textured it, make sure that you have the MTL file and the texture/s in the same directory as the OBJ.
#10
Posté 10 juillet 2011 - 02:59
#11
Posté 10 juillet 2011 - 03:31
#12
Posté 10 juillet 2011 - 04:31
#13
Posté 10 juillet 2011 - 02:14
#14
Posté 11 juillet 2011 - 02:38
#15
Posté 11 juillet 2011 - 05:30
The obj issue is not that big of an issue i suppose, i can do what i did before and just export the unweighted msh and do it in gmax.
#16
Posté 12 juillet 2011 - 12:40
#17
Posté 12 juillet 2011 - 04:27
I don't think it works for GMax though, due to the scripting limitations.
Modifié par DarthParametric, 12 juillet 2011 - 04:28 .
#18
Posté 12 juillet 2011 - 06:16
by mangled i mean pulled downward to the gob. The average import time for me is 25-30 minutes and the export is closer to 1 hour including the extra time for yagg to finish up. Quite painful when you realize that almost 1 1/2 hours went to waste lol.
Modifié par Trumpdog001, 12 juillet 2011 - 07:32 .
#19
Posté 12 juillet 2011 - 04:04
To help iron out bugs like that, it may be helpful to bend and stretch the model in gmax. This issue sounds like some verts have zero weights, DA quits it with mangled meshes.
#20
Posté 13 juillet 2011 - 01:34
Hell...the blender import/export times arent that much better.
These are the bones im using.
left collar
right collar
left shoulder
left shoulder pad
left shoulder twist 1 & 2
right shoulder
right shoulder pad
right shoulder twist 1 & 2
back plate
lower back
right knee
left knee
pelvis
left elbow
right elbow
left hip twist 1
right hip twist 1
see any that dont belong or any that i might be missing? cant remember for sure but with this set up, i think the entire model ended up mangeld.
and if i add every bone in the list i get the mangeling on 1 side of the model. Im assuming that the error message about too many bones was removing the unused bones.
What do you mean by bend and stretch the model exactly? I still dont know much about gmax.
Modifié par Trumpdog001, 13 juillet 2011 - 03:23 .
#21
Posté 13 juillet 2011 - 10:06
to use the weights from the source?
The weights REALLY dont like that side of the body.
Does the order of the bones in the skin modifier matter?
Modifié par Trumpdog001, 13 juillet 2011 - 10:09 .
#22
Posté 13 juillet 2011 - 10:53
#23
Posté 13 juillet 2011 - 10:56
is it possible to split the armor up in pieces? I mean attach the pauldrons to the gloves and the leg plates to the boots? http://s759.photobuc...nt=silver-1.jpg
Modifié par Trumpdog001, 14 juillet 2011 - 02:53 .
#24
Posté 14 juillet 2011 - 06:19
Yes; each part can contain any sort of geometry and the engine neither knows nor cares what that geometry is. You could even have leg plates as part of the gloves mesh and the pauldrons as part of the boots mesh, end effect would be the same.Trumpdog001 wrote...
is it possible to split the armor up in pieces? I mean attach the pauldrons to the gloves and the leg plates to the boots?
Modifié par tmp7704, 14 juillet 2011 - 06:19 .
#25
Posté 14 juillet 2011 - 06:32
How would i go about doing this? ive tried it and the only pieces that show are the gloves, everything attached to them is invisible..
I tried a glove model and a robe model
Modifié par Trumpdog001, 14 juillet 2011 - 07:14 .





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