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Questions about high poly models


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39 réponses à ce sujet

#1
Trumpdog001

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I know importing high poly models into DaO is possible, someone imported
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
DarthParametric

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I would think it would an issue with Blender and/or the Blender DA export script. There is no reason why a 20K poly model shouldn't work, given that there are vanilla DA models in that range.

#3
Trumpdog001

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The exporter most likely since i use blender to export nif thatdouble that poly count. That sucks. I dont have 3dsmax and i have no idea how to use gmax=(

Modifié par Trumpdog001, 08 juillet 2011 - 02:21 .


#4
ChewyGumball

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You don't actually need to use gmax for anything except exporting.

#5
Trumpdog001

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Guess ill give it another look. My problem with gmax is i dont know what anything is and how to weight the model. Im spoiled by blenders bone wieght copy script lol

#6
Eshme

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The only issue with big models were to do with Meshes with more than 65535 vertices.

#7
Trumpdog001

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the model that im trying to use has 30-40k verts if i include everything that i want with it. i try to stay away from things with extreme amounts of verts like you mentioned....too much work moving verts around the shape of the dao models.
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
Trumpdog001

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Got it figured out. Do all of my work in blender and export/replace a model as an unweighted msh and import it into gmax. The annoying part is the adding the bones. model appeared as it should in the toolset meaning the bones worked correctly and no model explosion like with the blender export.

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
DarthParametric

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GMax by design only supports .gmax files. It's a hamstrung version of 3DS Max 4 designed to give you a free taste of 3D and then encourage you to buy the fully fledged Max. Fortunately though you can side-step this to some extent by using certain scripts that open up other file formats, much the same as Eshme's DA import/export script (albeit much simpler). The one I use is Chris Cookson's Wavefront OBJ/MTL Import Utility for GMax v1.1. You can get it here, packed with an OBJ export script as "Renx OBJ Tools" - http://www.the3rdage...tem-348?addview

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.

Posted Image

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
Trumpdog001

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Awesome ty

#11
Trumpdog001

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Im getting an out of scripter memory error when trying to import the obj

#12
DarthParametric

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It could be a mesh size issue possibly. It may necessitate breaking the model into smaller chunks and rejoining after import (which shouldn't be an issue if you are weighting/skinning in GMax anyway). Also, if Blender doesn't do so automatically you may need to manually triangulate the mesh before export, assuming you are modelling in quads.

#13
Eshme

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Could also increase the scripter memory, in the gmax preferences somewhere. Thats what im instructing my script to do cause this fills way too fast.

#14
Trumpdog001

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i tried that. I maxed it at 1000 and the issue still persists and ive tried several in between before i maxed it.Should i have restarted gmax after the memory change?

#15
Trumpdog001

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apparently maxxing the scripter memory is bad, after i tried to restart gmax it wouldnt start up. i ended up reinstalling gmax to fix it.
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
Trumpdog001

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This is somewhat off topic..well not about msh anyway. Is it possible to edit the T pose of nif filesin blender like in gmax? Cant load the armor nifs into gmax for unknown reasons and doing it in blender (if possible) would be easier to match the T pose of DA models.

#17
DarthParametric

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You may want to look at this - http://social.biowar...m/project/3551/

I don't think it works for GMax though, due to the scripting limitations.

Modifié par DarthParametric, 12 juillet 2011 - 04:28 .


#18
Trumpdog001

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Still having difficulties exporting models correctly. One side of the body/armor in certain spots end up mangled like the bone weights are missing for those parts. the right leg, knee and right hip area are mangled.

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
Eshme

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Sorry for the long export times, this is gmax limitation. It cant save/export files by normal means. The export time explodes at one point the model is big enough for. Usually it is acceptable and for most anything Bioware did sizewise.

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
Trumpdog001

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The thing is, the model is 100% identical on both sides. The export times can be influenced by my lack of cpu/memory aswell. 12-13k verts imports and exports withing a minute. 20k+ is well...long.

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
Trumpdog001

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just throwing a thought out there but could the problem possibly be from duplicating pieces and then using the mirror option to mirror them accross the x-axis? Maybe the mirrored pieces are attempting
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
tmp7704

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I'd imagine the mirrored pieces retain the original weight maps, so as result you have say, left arm using the rotation of right arm bone etc. Some programs allow automatic remapping, but if that wasn't used then, well.

#23
Trumpdog001

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i Just exported each piece as obj and imported it into milkshake 3d and re-exported the objs. I think i had a similar problem in the past but that was with low poly stuff. imported the new objs and threw the model together again in gmax....waiting on the export to finish to see if it worked. I noticed an error message on import stating that 24 polys failed their creation, likely duplicates. No idea if that causes any problems..
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
tmp7704

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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?

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.

Modifié par tmp7704, 14 juillet 2011 - 06:19 .


#25
Trumpdog001

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I was thinking i could add maybe the pauldrons and the armor on the arms to the gloves to spread out the polys since that seems to be the issue with the weighting.
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 .