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Aikospacerogue

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hya, Blender newbie on the block, only using it for exports and such. Wanted to Mod since Oblivion but never managed to get the hang of modeling until I got into Zbrush, so well yeah I'd love to make things for Skyrim that range from weapons, statues and whatever, but I think I have a problem going on here ;

 

 

I'm guessing that means to many polygons ?

http://dl.dropbox.com/u/31239405/Skyrim/WIPwolfstaf03.jpg

 

the bummer here is that even on subd2 (aka lame-no-detail-mesh) it does the same thing, Subd1 does export but its just ugly too look at. My main frustration is that I have seen some models for Skyrim and they do seem like they are sculpted and very detailed high polly stuff :s

 

Or is just something I can blame on only having 3 RAM ?

I'm clueless I have seen people export rather detailed work here.

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the bummer here is that even on subd2 (aka lame-no-detail-mesh) it does the same thing, Subd1 does export but its just ugly too look at. My main frustration is that I have seen some models for Skyrim and they do seem like they are sculpted and very detailed high polly stuff :s

 

Or is just something I can blame on only having 3 RAM ?

I'm clueless I have seen people export rather detailed work here.

In games no.. they export low poly models, the high poly has a few purposes, exporting and using in a real time application is not one of them. You will Never be able to load a mesh with even some where over 1 million or so triangles in blender with 3 gig of ram. even if you could, lag city, the program would be so unresponsive to do anything with, that said, you can work out the num of tirangles on your mesh in ZB, you can see fields for num of points and poly? well double the poly one as it is mostly counting quads.

assuming your mesh is some ridiculous poly count and that is the reason for the error( if your obj is like 10+ meg..)

Do a retopo, bake the maps off the high poly. It's a stick so like 1k tri is easily enough.

 

Now don't freak out about seeing faces in ZB, you WANT to see them on your low poly mesh, if the mesh is so dense you cant see them, then the mesh stays in ZB, or is split up into several pieces, even decimated as well as broken up, and only imported into other apps to do baking of textures from. ZB doesn't have trick phong lighting that smooths the faces, they are always displayed as hard, but once you get into blender you can set smooth.

 

example

http://www.kxcad.net/autodesk/3ds_max/Autodesk_3ds_Max_9_Reference/graphics/il_smoothing_groups.jpg

All 3 of those are the same ply count and are just using smoothing groups.

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Thanks so much for the info, that makes allot of sense as I have no idea whats doable for what heh :) (game =/= movie)

 

Although its still stuff I haven't done jet but I can at least get somewhere in a good direction now, those smooting groups look very promising . going to try again right now !

 

[[ just an update that it did indeed work but I really have trouble with the UV's hah, better get documentation on that ]]

Edited by Aikospacerogue
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