crash on export
by Andy Simon · in Artist Corner · 03/07/2009 (6:48 pm) · 3 replies
Hey Everyone,
I need some help on getting a high poly model to export in max 2009. Its a building that has about 160,000 polygons. Yes, I know thats really high but this for a project that will not be on low end systems.
Upon export a box pops up with "Error Allocating memory. Shutting down". How do i need to prepare this building for it to export properly? Or is this a limit of this particular engine?
Thanks
I need some help on getting a high poly model to export in max 2009. Its a building that has about 160,000 polygons. Yes, I know thats really high but this for a project that will not be on low end systems.
Upon export a box pops up with "Error Allocating memory. Shutting down". How do i need to prepare this building for it to export properly? Or is this a limit of this particular engine?
Thanks
About the author
#2
Actually I believe it is 11k polygons per node in your scene. Your scene can be made up of mulitple nodes of course which push it to some crazy amount such as 160k... but the question whether a PC will be able to play that many textured, normalized polygons is a whole other question at a decent framerate, nevermind actually handle the DTS collision, is another question :)
@Andy
Your first step is likely to trim the fat off of your model. 160k is pretty unreasonable for most art that you are trying to put into a real-time 3D application (such as a game engine).
03/08/2009 (8:25 am)
@BrandonActually I believe it is 11k polygons per node in your scene. Your scene can be made up of mulitple nodes of course which push it to some crazy amount such as 160k... but the question whether a PC will be able to play that many textured, normalized polygons is a whole other question at a decent framerate, nevermind actually handle the DTS collision, is another question :)
@Andy
Your first step is likely to trim the fat off of your model. 160k is pretty unreasonable for most art that you are trying to put into a real-time 3D application (such as a game engine).
#3
Ah thats the info I was looking for. Trimming the model isn't an option, there are too many of them :/. I currently have all of these high poly models in another development platform though. Unfortunately I cannot specify which or post any screen shots due to copyrights and licensing. I would say the level I created on that platform has several million polygons worth of models in it. Granted the platform is very good at managing the LOD of all of the models and its exporter probably did some tweaking as well.
but thanks a bunch for that info!
03/08/2009 (8:03 pm)
@LoganAh thats the info I was looking for. Trimming the model isn't an option, there are too many of them :/. I currently have all of these high poly models in another development platform though. Unfortunately I cannot specify which or post any screen shots due to copyrights and licensing. I would say the level I created on that platform has several million polygons worth of models in it. Granted the platform is very good at managing the LOD of all of the models and its exporter probably did some tweaking as well.
but thanks a bunch for that info!
Torque Owner Brandon Baker
World Core Studios