Author Topic: Max polygons on models  (Read 6497 times)

Pedro00pedro

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Max polygons on models
« on: January 13, 2010, 09:36:32 AM »
Which is the maxium numbre of polygons for a model?
When I try to open te game with Hi-Res models, the game gives me this message:


Unespected data encountered while opeing file data/models/ballon.obj
Error loading .obj file data/models/ballon.obj

But when I use Low-Res models it work fine, so I think the masxium of polygons shuold exist.

And Why does the models lost its smothness whe I simply import and export the model without modify it whit Blender?

« Last Edit: January 13, 2010, 09:43:32 AM by Pedro00pedro »

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Re: Max polygons on models
« Reply #1 on: January 13, 2010, 01:06:16 PM »
Quote
Which is the maxium numbre of polygons for a model?

There may be a limit of 65535 polygons or vertices in a single model.

Quote
And Why does the models lost its smothness whe I simply import and export the model without modify it whit Blender?

Depending on the modeling software, an import followed by an export may cause the normals to disappear or get recomputed, causing the surfaces to appear faceted.

Cogs is a little fragile in its support of .obj files.  If there are multiple meshes or any unusual tags in the file, the load may fail.  Ideally, lines in the file should only start with v (vertex), vt (texture coordinate), vn (normal), and f (face).

  - Rob
    Founder, Lazy 8 Studios

Pedro00pedro

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Re: Max polygons on models
« Reply #2 on: January 14, 2010, 07:40:31 AM »
Using Zbrush 3.5 the lost of softness is the same, and when I apply a surface multiplier, the model (in the game only) begins to appear pointed. You know, appears as dispersed points in the space, the surface is broken.

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Re: Max polygons on models
« Reply #3 on: January 14, 2010, 11:05:04 AM »
Are you sure you're exporting the model to .obj with the normals included?  One easy way to check is to peek into the .obj files and make sure you have lines starting with "vn".

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