tobinator 41 Posted November 25, 2014 Hello, I have a problem: I created an car model in Google SketchUp, imported it in Blender and imported it later in oxygen and saved as .p3d. Now I have a problem: I have too many faces in my model(in arma 3 i get an error with that message)...I already let a plugin(from sketchup) clean the model, but I don't come under 80,000 faces(I think the limit is 20,000?), without destryoing all. Is there any other way to get my model ingame? And yes I know, SketchUp is not made for something like this, but I have done a few things in SKetchUp before I started playing Arma 3 and know much about it. Thanks for any help. Greets Tobi Share this post Link to post Share on other sites
m1lkm8n 411 Posted November 25, 2014 Not currently like that. You can try making parts of the model proxies but that is still a lot of faces for a vehicle. Share this post Link to post Share on other sites
Macser 776 Posted November 25, 2014 Unfortunately there's no easy fix for that situation.It's best to set a budget before you start modelling. You could try running it through the decimator modifier when you get it into Blender.Although it might require breaking it down into smaller objects to get a less aggressive reduction.Then re-combine before export. But with such a high resolution the end result may not be what you'd hoped for. 3ds max and Blender have tools specifically designed for use with the arma series.As painful as it might sound,you should consider trying them out. There's nothing inherently wrong with sketch-up or how it functions.But getting the end product out of it in a workable form can be problematic.Especially for game formats. :) Share this post Link to post Share on other sites
tobinator 41 Posted November 26, 2014 Unfortunately there's no easy fix for that situation.It's best to set a budget before you start modelling.You could try running it through the decimator modifier when you get it into Blender.Although it might require breaking it down into smaller objects to get a less aggressive reduction.Then re-combine before export. But with such a high resolution the end result may not be what you'd hoped for. 3ds max and Blender have tools specifically designed for use with the arma series.As painful as it might sound,you should consider trying them out. There's nothing inherently wrong with sketch-up or how it functions.But getting the end product out of it in a workable form can be problematic.Especially for game formats. :) Not currently like that. You can try making parts of the model proxies but that is still a lot of faces for a vehicle. Thanks to you both for your time, looks like theres no other way than getting into blender and doing the modelling there. Maybe the knowledge from sketchup helps a little bit(hopefully;)). It's very sad for the model... http://steelgaming.de/wp-content/uploads/2014/11/Unbenannt.jpg (191 kB) Theres one question left for me: Can someone maybe send me a good blender tutorial for a car(with blueprint set-up, ...)? Share this post Link to post Share on other sites
Macser 776 Posted November 26, 2014 A very nice model. :) You don't have to use Blender or anything else.I know people who use Sketch-up for all their modelling. Then switch to 3dsmax for unwrapping and go from there.Obviously if you start from Blender/Max it will shave some time off your work.And leave you with less clean-up. If you are interested in Blender,then Blendercookie is a great place to find quality tutorials. Share this post Link to post Share on other sites
saltatormortis 12 Posted November 27, 2014 (edited) nice model. the magic word you are searching for is "Normalmap" via a normalmap you can reduce the topology even more and still have a better quality than your curend Model a good example is on wikipedia: http://upload.wikimedia.org/wikipedia/commons/3/36/Normal_map_example.png Edited November 27, 2014 by SaltatorMortis Share this post Link to post Share on other sites
tobinator 41 Posted November 27, 2014 nice model.the magic word you are searching for is "Normalmap" via a normalmap you can reduce the topology even more and still have a better quality than your curend Model a good example is on wikipedia: http://upload.wikimedia.org/wikipedia/commons/3/36/Normal_map_example.png Okay, it's a little difficult for me, I don't understand how it works...I got the normal map: http://steelgaming.de/wp-content/uploads/2014/11/ss2.jpg (205 kB) But which step is the next step? The blender wiki say's: 4. Make a low-poly, less detailed model but isn't it easyier then, to make a low-poly model at the beginning or what does this mean? Share this post Link to post Share on other sites
antekh 2 Posted November 28, 2014 Blender holds itself a great baking process.. So what you are looking for is the bake option wich can be found on the "Render" panel... Same where you have those "Materials" etc. What it means that you have the high poly version of the project, then you have retopologied it or whatever, to the very low poly version. When you "bake" HP normals to the LP, most of the details from HP are like it says baked on the LP without cost of faces etc. Ill recommend you to watch this for an example. Share this post Link to post Share on other sites
Varanon 892 Posted November 28, 2014 Usually, you would start with creating a low poly model with less than, say 15000 faces, then create a high poly model from the low-poly one and bake the normals from the high poly model to the low-poly one. Share this post Link to post Share on other sites
tobinator 41 Posted November 28, 2014 Blender holds itself a great baking process.. So what you are looking for is the bake option wich can be found on the "Render" panel... Same where you have those "Materials" etc.What it means that you have the high poly version of the project, then you have retopologied it or whatever, to the very low poly version. When you "bake" HP normals to the LP, most of the details from HP are like it says baked on the LP without cost of faces etc. Ill recommend you to watch this for an example. Thank you for the vid! It was very usefull and I know how it works now, but it looks very ugly after the complete process...don't know why, but maybe the model is too complex? Share this post Link to post Share on other sites
saltatormortis 12 Posted November 29, 2014 my guess you are displaying the normalmap as a texture.. maybe take another look on the tutorial where he sets the normalmap up.. or your uv unrap has some overlays if this helps not maybe a screenshot/blend will do Share this post Link to post Share on other sites
Chairborne 2594 Posted December 24, 2014 (edited) I'm not sure it's directly related to what you're experiencing, however i found out buldozer stops rendering your model if you exceed a number between 18554/18939 points and (or? :confused:) 17040/17472 faces. It basically hides everything. EDIT: however, moving part of the model to a proxy, everything else unchanged, seems to solve the issue (as in, everything goes back to normal even if you exceed the number of points/faces mentioned above. Edited December 24, 2014 by Chairborne Share this post Link to post Share on other sites
x3kj 1247 Posted December 24, 2014 how many points you can have depends on your model / smoothing groups & uv layout, because its not always the same number. Roughly its in the 16-18k point range. Share this post Link to post Share on other sites
warlord554 2065 Posted December 24, 2014 Bake with xnormal. Its free and easy. Great results when used properly. Look it up Share this post Link to post Share on other sites
p1nga 23 Posted December 29, 2014 how many points you can have depends on your model / smoothing groups & uv layout, because its not always the same number. Roughly its in the 16-18k point range. It can be rather difficult to describe the limits, but a good start is Dx9 has a limit of 32,000 'Smoothing Group Vertices' *per object (difficult to find documentation in regards to these limits). In 3DSMax you can use a tool called 'Gamefomizer' to calculate these and other vertices counts. Of course these limits are per object, which is why splitting into Proxy works as each proxy is a separate object, subjected to a separate flow through the rendering pipeline. This is an old, but good read on the basics of how it all works - http://www.ericchadwick.com/examples/provost/byf2.html Share this post Link to post Share on other sites