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Exporting DTS, High Poly Model?

by Sam.E · in General Discussion · 01/10/2010 (9:12 pm) · 7 replies

I have a 3D Model in .blend format, it has 47285 vertices and 44767 faces (they are in quads). I am trying to export it to .DTS but I get this error:

"Vertex index limit exceeded for mesh lambert26SG, truncating mesh!" This is because I have too many verts / faces according to www.jsgreenawalt.com.

Is there any way I could export it to .DTS with it's texture and keep it the way it is?

#1
01/10/2010 (9:20 pm)
Split model up into multiple mesh objects.

Frankly, if your model isn't your entire level, you really shouldn't be using high-poly numbers like 44k tris. High-poly is for making a detailed normal map from, and then apply it to a low-poly model to make it look like a high poly one.
#2
01/10/2010 (10:33 pm)
I done what you said, I split my model up by head, hands, boots, legs, torso and still too much, I know it is wayyy to high poly, but I like the look of it, is there any way to make it low poly and keep its look, I know you said normal map but I don't even know what that is. (I am just a beginner 3D Artist, I got one of my 3D Artists to do this model and he is gone now so... yeah.
#3
01/10/2010 (10:49 pm)
Plus:

If I were to break up my model to the point where I have fingers seperated, how would my rig work?
#4
01/11/2010 (12:27 am)
Fixed.
#5
01/11/2010 (12:48 am)
Fixed.
#6
01/11/2010 (4:50 am)
In Blender, you should probably put a plane underneath the character, then change its material to something like 'shadow only'. I know there's some setting to allow a material to receive shadows but be invisible. Then put a spotlight above your character.

*Note that's all completely untested - I haven't had much to do with Blender's rendered for ages. There's probably more to it, but that's the basic idea.
#7
01/11/2010 (5:09 pm)
Heh thanks Daniel, It took me a while to get the plane invisible (im kind of new to it), but it worked :D! Now I only have my other problems.