[COLOR=Magenta]Alright. Ren has a little problem. Ren's Model has too many Verticies, and ren does not know how to fix it. Which sucks because Ren finished uvmapping and everything. x.x
Model has about 4500 verts, 4.5 times as much as is the max. Here is a pic:
Help would be greatly appreciated. I use Gmax btw. [/COLOR]
I R Scary Eyeball
16th October 2006
How on earth is that 4500 verts?
The One and Only;4594991How on earth is that 4500 verts?
I was wondering the same thing. Well, that Ren can do is once Ren has mapped and textured it and applied the texture, Ren can convert it into an editable mesh again and select a few hundred vertices at a time, then right click and hit "detach". Name it something like saber_w2 or saber2 or whatever you called the whole thing. This way, the texture is still applied to all the pieces, and you wont have to write shader entries for all the pieces, just the original. Keep detaching parts untill it lets you open it in modview.
When triangulating a mesh, sometimes max (and maybe gmax too) duplicates the verts, so, before you start to detach stuff, you could try the following first (Note that to be sure to keep the uvmapping, you have to collapse all stacks): - Select the modifier panel and there, select verts - Select every single vertex (Ctrl+A) - Set the weld value to 0,1 and hit "weld" You should at least have half the verts now while looking at the same shape you had before. If it's still have more than 1K vertices overall, there's no way around detaching stuff now anyways.
Yes, I totally forgot about that. Its part of my normal routine when I make something. So I didnt even think of it. Do that part first, then what I said.
[COLOR=Magenta]Alright....I'm a little uncertain how to do what someone said in Gmax. I have like weld target and weld selected.....And if I weld it, the UVM messes up...
Edit: Also, before doin the weld, it says 724 verts. After the weld, it says 661.... [/COLOR]
I didn't make it!
I think at this point, it will be impossible to not mess the uvmap up. You may be able to get away with a simple cylindrical capped uvmap on this one though...
Well, best thing to do would be to remap and unwrap it. However, you can keep it mapped and unwrapped, then convert it to an editable mesh and select all the vertices and weld them that way. This will preserve the map. Then, if you need to change something in the map, just add the UVW Unwrap modifier again. If you dont need to change anything, you can start detaching objects. If you did change the map, then just convert it to an editable mesh again and start detaching. I know, it can get confusing. Use my method if you really really dont wanna map/unwrap it again. And yes, as long as your saber is just a cylinder, just tick cylinder and tick cap. Its what I do, but thats also based on personal preference.
i just flat out think that your model has WAY too many verts for a simple saber model. those diagonal indented ring all down the saber can all be textured on and you wouldnt notice the difference. this is game modeling where using as few polygons as possible is the main point, not trying to cram detail that wont even be noticed by the regular person who downloaded it and is playing the game.
No offence to Minilogoguy18, but ignore what he said. Make the thing how YOU like it. Textured detail isnt always as good as modeled detail. Just like a good model is crap with a bad texture. Make what you like, since you're the one making it, and its for you.