Game Development Community

Trying to Expor obj > 15K tris = crash

by Miguel · in Artist Corner · 01/15/2008 (6:48 am) · 4 replies

If I try to export a 17k-tris torus knot in 3DS Max 9 using max2dtsExporter.dle v0.9 beta, the application crashes.

However if I try to export the same object with 15k triangles it works.

What is the problem?

#1
01/15/2008 (1:05 pm)
The exporter can't handle high polygonal objects. Anyway you've made a record with your 15000 polygons. :)
I've reached the limit of about 12000 till now. The main idea is that TGE(A) is a game engine. So the objects must be optimized to have normal fps. If you need to export something bigger than 12/13 k polygons just separate it in several parts, export them and adjust them in the engine so they look as a whole object.
#2
01/22/2008 (9:52 am)
I seem to recall having success exporting a ~35k tri model from Milkshape without problems.
#3
01/30/2008 (4:33 am)
Thanks for answering. It seems I have to sepparate my meshes into little submeshes with less polygonal complexity.
#4
06/18/2008 (5:47 pm)
Basically detaching a few pieces and linking them in the heirarchy seems to get past the high-poly limits.

However, consider the torus knot, as I find it a superb example. Assume you want this to be perfectly smooth, but noow you've detached a piece of it to get past the exporter. So then what? Big nasty seam with improperly terminating smoothing groups? You know, one half really dark and the other in almost full light, standard smoothing issues with the lighting.