View Full Version : Verts are multiplying on export
JohNLA
11-17-2009, 01:49 PM
My vertices are multiplying on the export of my .ase static mesh from 3DS Max.
In Max my model has 9448 tris 4540 vertices
In UDK my model has 9442 tris 11538 vertices
I tried fixing it by playing with the number of decimals in the export dialog.
I ran the stl check in Max and got zero errors.
:confused::confused::confused::confused::confused:
strangelet
11-17-2009, 07:53 PM
im not sure you should be worried about this. the count you're interested in is the Tri count, which counts polygon faces.
UDK triangulates all polygons when importing a mesh, so the Quad or N-gon count in your 3d app isnt an accurate reflection of the tri count - (a model with all quads will be double the tri count, cos 1 quad = 2 tris)
JohNLA
11-17-2009, 09:00 PM
Thanks for the reply, but I believe the exporter or UDK is breaking my verts. The face count stays the same but it doubles the vert count.
I have tried several new simpler imports and all get bloated vert counts once in Unreal.
I made a box with no editing just a primitive with a texture and once in UDK it has 12 verts:confused: Should be just 6.
I made a 12 sided cylinder primitive and it should have 26 verts but UDK has it at 54.:(
I do think this is a major bug and needs to be fixed. Even Unreal, gives error messages about the vert count when I am importing the meshes.
BTW, I am using Max 2008
flyinrooster
11-17-2009, 09:12 PM
Does your model have more than one smoothing group? From what I've heard, games create more verts based on smoothing groups. If your model were all one smoothing group, it'd be the same number of verts. If it had more than one smoothing group, it could have several times many more.
Say you have a simple box. With one smoothing group, you have 8 verts. With a smoothing group for each polygon, alternatively, you now have not 8 verts, but 24. This is when brought into the game engine, I mean. In any case, I wouldn't worry about it.
I made a box with no editing just a primitive with a texture and once in UDK it has 12 verts Should be just 6.
Definitely not verts, but what you're seeing sounds correct. 6 polygons are turned into 12 triangles. You can't build a box with less than 12 triangles.
gokzor
11-18-2009, 06:36 AM
This is normal for unreal. One thing to take into account is the more split up your UV's are the more verts will be created. Try as much as possible to keep large parts of your UV's connected where possible if you are concerned about your vert count.
Jody
Gamma Ray
11-18-2009, 10:37 PM
"Vertex splits accumulate over UV discontinuities, smoothing group boundaries and material boundaries."
this is from: http://www.ericchadwick.com/examples/provost/byf2.html
Have a look at the "Welcome to Splitsville" section.
http://i604.photobucket.com/albums/tt128/Scrab_Cakes/byf2_figure2.jpg
Norman3D
11-19-2009, 01:52 PM
im not sure you should be worried about this. the count you're interested in is the Tri count, which counts polygon faces.
Triangle count is not important, vertex count is.
My vertices are multiplying on the export of my .ase static mesh from 3DS Max.
In Max my model has 9448 tris 4540 vertices
In UDK my model has 9442 tris 11538 vertices
I tried fixing it by playing with the number of decimals in the export dialog.
I ran the stl check in Max and got zero errors.
:confused::confused::confused::confused::confused:
Double check your smoothing groups, lets see what happens.
Definitely not verts, but what you're seeing sounds correct. 6 polygons are turned into 12 triangles. You can't build a box with less than 12 triangles.
True, but you CAN model a box with 8 verts or 24 verts, it all depends on how many smoothing groups you are using. If you have a different smoothing group for every face, you are breaking the verts, so that every verts normal can point at the correct direction.
JohNLA
11-19-2009, 02:52 PM
It was my broken UV's. I got all the UV's tightend up and now I am getting a proper count.
Sorry for my alarm, :o but I was worried about adding an aditional smooth and needed a low count.
Thanks for all the replies. I am still a bet of a noob with Unreal3:p
http://john-brock.com/blu_art/shroomdome1.jpg
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