Game Development Community

Polycount massive, 3DS MAX COLLADA exporter

by David Fryklind · in Collada Test · 02/26/2013 (8:23 am) · 2 replies

I've created a building in MAX 2013 and exporting it to collada format with the built in exporter. Done this once before with another building and had no problems with that.

The polycounter in MAX says 10382 polys so its not that bad, gonna optimize it, but when im about to import the mesh to Torque it says over 1.7 millions and 50 materials, only using a single .PNG. Somewhere on the road it went rogue and the file itself weighs about 85 mb! Now Torque crashes when i import it, assuming the massive amount of polys.

Has anyone had this problem before?

[IMG]http://i49.tinypic.com/n6xj9.jpg[/IMG]

http://i49.tinypic.com/n6xj9.jpg

#1
02/26/2013 (8:49 am)
I would venture to guess (if it is anything like Blender) that you have numerous boxes and shapes placed together to form your building, and that each time you added another shape it makes an instance of the PNG, naming it slightly different each time because it is a separate object. The shapes should be combined as one object and they must share the same instance of the PNG you are using.
#2
02/26/2013 (1:04 pm)
Well ill be damned! Thx for your input!

Selected all polys and assigned the original material in the material browser, nothing happened. Then i use an empty slot and loaded my texture, assigned that to the complete model and voila! COLLADA-size down to 1.62 mb's :P Got it in-game in a minute!

http://i55.tinypic.com/10ylvyb.jpg