Guess this is hopeless lol. Tried one last thing and ended up with the same results.I used a different version of the blender tools and didnt combine the models and did a bone weight copy for each individual piece and exported. model exploded like the rest.
Gmax gives me an error about x amount of polygons that failed their creation and deletes those polys.
Questions about high poly models
Débuté par
Trumpdog001
, juil. 07 2011 08:00
#26
Posté 15 juillet 2011 - 05:55
#27
Posté 16 juillet 2011 - 05:47
You could try exporting your model from Blender in a couple of different formats and uploading it somewhere. Maybe someone can have a crack at getting it into GMax for you via Max or some other route.
#28
Posté 17 juillet 2011 - 04:18
I can get the entire model in as obj if i split the model in pieces to avoid the scripter memory error. The problem is i have no idea where to go from there. The model ends up untextured andturns invisible when i zoom in and rotate the camera angles.
#29
Posté 17 juillet 2011 - 05:30
Im not sure if this is actually bone weight issues, ive had weapons blow up like this aswell.....now that i think of it...
#30
Posté 17 juillet 2011 - 06:13
The invisible thing is just backface culling. The implementation of it they use is annoying, but it's not an error or bug - it's a "feature".
The lack of textures is easily fixable. If you were using DDS files, you'll need to download and install the plugin mentioned in Eshme's script readme PDF. GMax doesn't support the display of DDS natively. And of course you'll need to make a new DA material anyway in order to export a proper MAO, which will kill the original material regardless of whether it loaded your textures properly or not.
For the problems you were having earlier with failed poly creation, make sure you run whatever sort of mesh optimization command/tool Blender has before export to weld any overlapping vertices and such.
The lack of textures is easily fixable. If you were using DDS files, you'll need to download and install the plugin mentioned in Eshme's script readme PDF. GMax doesn't support the display of DDS natively. And of course you'll need to make a new DA material anyway in order to export a proper MAO, which will kill the original material regardless of whether it loaded your textures properly or not.
For the problems you were having earlier with failed poly creation, make sure you run whatever sort of mesh optimization command/tool Blender has before export to weld any overlapping vertices and such.
#31
Posté 17 juillet 2011 - 04:30
How about you upload a sample that we can find out what is wrong once and for all, for me you could upload gmax file and the exported model both and i can check it out.
#32
Posté 18 juillet 2011 - 06:46
One problem is the failed poly creation with the import.Ive run both the mesh cleaner to remove any stray edges and verts and the remove doubles option before i exported the mesh.This is probably something im clearly NOT doing before export. Im a bit "buzzed" atm so gimme some time to sober up to upload a reasonable file. gotta get an import without the poly creation error before i upload anything.
I know there is a 65535 verticie limitt and im less than half of it. I dont have an EXACT vert limit before my stuff fails to lod properly ingame so ill just say 12300-12500 verts before model explosion. I dont understand what im doing or not doing before export..
I generally hate ppl doing my dirty work fo rme, it doesnt help me do things on my own BUT i will take any help i can get. Im a complete noob (nobody) when it comes to modeling but im tring to learn what i can so i can be somewhat self eficiant(sp?). Ill try to upload something later today. ty
I know there is a 65535 verticie limitt and im less than half of it. I dont have an EXACT vert limit before my stuff fails to lod properly ingame so ill just say 12300-12500 verts before model explosion. I dont understand what im doing or not doing before export..
I generally hate ppl doing my dirty work fo rme, it doesnt help me do things on my own BUT i will take any help i can get. Im a complete noob (nobody) when it comes to modeling but im tring to learn what i can so i can be somewhat self eficiant(sp?). Ill try to upload something later today. ty
Modifié par Trumpdog001, 18 juillet 2011 - 07:06 .
#33
Posté 18 juillet 2011 - 01:18
The aim is not to get someone to do the work for you, just to figure out what's wrong and thus how you can go about fixing it.
#34
Posté 18 juillet 2011 - 03:57
dito..
That error message origins from my Scripts btw, it usually means no harm done to the model. It rather cleans it from errors, if you can spot no flaw its alright. It may just be a bad source export.
The vert limit is not 65535 anymore, it was a prior bug although i cant speak for the Blender tools, which may still have it, so i meantion it.
That error message origins from my Scripts btw, it usually means no harm done to the model. It rather cleans it from errors, if you can spot no flaw its alright. It may just be a bad source export.
The vert limit is not 65535 anymore, it was a prior bug although i cant speak for the Blender tools, which may still have it, so i meantion it.
#35
Posté 18 juillet 2011 - 07:59
Rofl i dont remember half of the stuff i typed there.Sorry if sounded like a ****** at the end of that wall of text.
That poly creation error wouldnt be such a problem if it didnt delete visible polys on the model.I checked the model and all of the verts are welded in these problem areas. I also noticed that if i try to reimport the model to gmax...i get a failed to load skin modifier for certain pieces of the armor.
Atm im trying to find away around the poly error since it is very noticable.
That poly creation error wouldnt be such a problem if it didnt delete visible polys on the model.I checked the model and all of the verts are welded in these problem areas. I also noticed that if i try to reimport the model to gmax...i get a failed to load skin modifier for certain pieces of the armor.
Atm im trying to find away around the poly error since it is very noticable.
#36
Posté 18 juillet 2011 - 08:16
Ok you keep trying, no sharing then =(
#37
Posté 18 juillet 2011 - 08:38
So you want the max file and the expotred files? I meant trying to find away around the poly error so i can upload the complete file with no holes everywhere=P
Still waiting on the export to finish. The 1st one i screwed up and forgot to start yag lol
Still waiting on the export to finish. The 1st one i screwed up and forgot to start yag lol
#38
Posté 19 juillet 2011 - 01:21
So........i feel like an air head http://s759.photobuc...Silverlight.jpg i was using the WRONG exported msh. Weighted in blender and exported from gmax.
The poly creation error was faces on the inside of the models that were welded to the faces on the outside.
The poly creation error was faces on the inside of the models that were welded to the faces on the outside.
Modifié par Trumpdog001, 19 juillet 2011 - 01:49 .
#39
Posté 19 juillet 2011 - 08:01
only one issue remains. The loin cloth is animated kinda funny since i used a full robe for the weighting.
#40
Posté 21 juillet 2011 - 07:08
Thanks for the help with this.Ill deal with the loin cloth being animated funny. Not a real big deal.Now i know how to export the models correctly=)





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