FireMage on 13/7/2013 at 21:00
Hi dudes,
Today, I spent my whole day to create a new spider with a lot of polys and realistic shapes.
Problem: I have made it with TOO many polys, then I cannot convert it into .Bin even into .E!!!
(Plus I dunno if the parts are good, but we'll see that if I can see it ingame...)
So, I call help from all 3D makers, skilled or not.
Here the link to get the beast:
(
http://www.mediafire.com/?xzwo7zo2okyv50y)
I use Blender, and I cannot do anything to make it convertable...
The best thing would be someone who got a better 3D software and can remove some polys...
The one who succeed will gain my eternal gratitude!:thumb:
Thank you!
LarryG on 13/7/2013 at 23:01
From looking at it, you have the spider in 5 unconnected parts: a head+body, left four legs, right four legs, left mouth, and right mouth. It isn't a single mesh. That's a problem. That said, I tried just converting each piece to a non-AI mesh, just to see how many polys we are talking about. None of the pieces will process. I see some errors before we even get to the point of generating an e file.
1. You are using the material names "DefaultShad and "DefaultShad.001. I don't believe that these are legal material names. Get rid of the quote and get rid of the period. Try DefaultShad and DefaultShad001.
2. Some of your poly have no UVs. Not good. That alone will cause 3ds->bin to choke. Remap your meshes.
When I renamed you materials and slapped a planar UV projection on the left mouth part, I finally was able to see that it, alone has 1014 polys. WAY TOO MANY! You need to remodel that down to more like 100. That is just nuts. You want your total polys for the AI to be in the 3000 - 4000 range. Lower is better. You can't do that with over 1000 polys on just half of the mouth! You might be able to get away with, say 200-250 poly per leg (2000 polys for all 8 -- you currently are close to 7700 polys for all 8) and 1000 polys for the body (the body is the most reasonably modeled part of this at 1600 or so polys).
This is so far off from where it needs to be, you really need to remodel the spider from scratch. I don't have time to do that for you.
My suggestions for you are:
1. Remodel the spider with way fewer polys, 100 or so per mouth part, 200 or so per leg (they're just cylinders, cut down the number of sides!), and maybe, just maybe the body is OK.
2. Blend the separate parts into one contiguous whole --- no separate pieces --- properly blended where the legs join the body, etc. That will take 200 or more polys, so be judicious in how you go about that.
3. Properly UV map the blessed thing. This may take cutting it apart and mapping the pieces separately and then joining them back up.
Good Luck!
R Soul on 13/7/2013 at 23:31
The limit planes around the legs are not lined up properly. Compare the original spider with your one:
Inline Image:
http://i912.photobucket.com/albums/ac326/rsoulinternet/Dromed/spidleg_zpsd9986651.pngI can think of a couple of ways to reduce poly count without remaking anything:
1)
In edit mode, select all points (A key) then press W and select Remove Doubles. If you don't see the panel on the left, press T, and you should see a 'Merge Distance' box. Increase the value there to merge more points.
or
2) Go back to Remove Doubles again, but don't change the default merge distance. This just eliminates duplicate vertices.
Go back to object mode, and go to 'Object Modifiers', which is near the Materials icon.
Go to Add Modifier, and select Decimate. Reduce the Ratio value. Underneath it says how many faces you'll end up with.
When you're satisfied, Apply the modifier.
The legs can have quite a low poly count because any player close enough to see a smooth curve won't actually see them due to having to fend off a big spider trying to kill them.
LarryG on 13/7/2013 at 23:50
Quote Posted by R Soul
The legs can have quite a low poly count because any player close enough to see a smooth curve won't actually see them due to having to fend off a big spider trying to kill them.
Exactly!
Remaking is still on order as the legs and mouth are not attached to the body. There are very visible gaps, and when the engine deforms the mesh to make the joints work, it will look really bad. I tried what RSoul suggests using the Anim8or equivalent, and it seems too indiscriminate to work properly. I also tried a standalone poly reducer on your modeled bits, and again its just too indiscriminate to be of much help with this model. You really need to get in the weeds and select specific points to merge if you want to go that route. I'm betting that a remodel would go faster. Good luck!
FireMage on 14/7/2013 at 00:34
Outch!
Okay, so I'll try all that things...
or rebuild everythings if that don't make it work... :(
Also, don't worry about the UVs and The removedouble.
I got the .blend file that contains the UV and no duplicated vertices.
If you didn't see these things, it's because you have imported the 3DS. That always happen, don't worry. ;)
I have created my Evil Thievery's Skeleton as I have created this spider.
So, the problems are the multipart and the polys... I'll try to fix that...
Alas, I'll lost a part of HD in my model... :tsktsk: