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Content creation => Modelling and Animation => Topic started by: ladiszlai on April 10, 2015, 03:51:01 pm
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Hi
anybody can help me?
some parts of my model is missing:
(http://kepfeltoltes.hu/thumb/150410/noggit_3_2015-04-10_14-58-33-43_www.kepfeltoltes.hu_.jpg) (http://kepfeltoltes.hu/view/150410/noggit_3_2015-04-10_14-58-33-43_www.kepfeltoltes.hu_.jpg)
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It is a M2 model
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Clearly Bad :
- UVmaps
Maybe Bad :
- Faces
- Crossed Limit of Vertexis
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Clearly Bad :
- UVmaps
Maybe Bad :
- Faces
- Crossed Limit of Vertexis
Thanks, can you help me how cani fix the UVmaps?
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No
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No
:(
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well a picture of how the model SHOULD look like, would be very helpful.
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You must have exceeded the polycount limit. How did you convert the model? Also check if normals are okay.
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You must have exceeded the polycount limit. How did you convert the model? Also check if normals are okay.
I convert this model with objtom2.exe and it is only one object
Any ideas?
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Well, normals facing upside down. Exceeded polycount limit.
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Well, normals facing upside down. Exceeded polycount limit.
So, how can i fix this?
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http://lmgtfy.com/?q=blender+normals+facing+wrong+direction
http://lmgtfy.com/?q=blender+decrease+polycount+on+model
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http://lmgtfy.com/?q=blender+normals+facing+wrong+direction
http://lmgtfy.com/?q=blender+decrease+polycount+on+model
Thank you the problem is the polycount, but when i limit the polycounts in my model to 19K it will be bugged, see this picture: (my model on 19k counts)
(http://kepfeltoltes.hu/thumb/150416/Dwm_2015-04-16_18-56-15-57_www.kepfeltoltes.hu_.jpg) (http://kepfeltoltes.hu/view/150416/Dwm_2015-04-16_18-56-15-57_www.kepfeltoltes.hu_.jpg)
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since you are just saying ... " its not wotking " we cant help you
Vertexis has 20k limit -+
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Post edited , yes the problem is that the polycount but in my model in 19k counts...really bugged
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Alastor, or you can use mdx to m2 which supports multiple geosets, so 20k per ever geoset and 65k +- for the entire model.
ladiszlai, you're obviously doing it wrong. Practice in modelling a bit, it is not hard at all to watch some basic tutorials for blender, also make sure you understand how m2 format works and what polycount limit you have, what render flags you need and so on. No one is going to help you if you don't even try to do something yourself. If you fail doing it, that's another case.
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I cleary never worked with MdxToM2 ( only with one exception )
im working only with ObjToM2
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Or how can i add more polycounts than 20k?
Because you see in the picture what happen to my model if i limit the polycounts under 20k
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Skarn already said it .....
Why ppl even try to start with making 3d models TO WOW when they dont even understand to 3D studios
Separate that mesh to multiple Geosets that arent reaching poly limit.... simple .....
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Skarn already said it .....
Why ppl even try to start with making 3d models TO WOW when they dont even understand to 3D studios
Separate that mesh to multiple Geosets that arent reaching poly limit.... simple .....
Sorry for the sillly questions...
So I need to mesh multiple geosets?
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The polycount (triangle) limit for the ENTIRE model is around 65k, the limit for every geoset (mesh) is 20k. Guess what you need to do.
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(http://inoveryourhead.net/wp-content/uploads/2011/04/tumblrkpxypmjqro1qzv9mh.jpg)
(http://i.imgur.com/0gt1SF2.png)
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(http://inoveryourhead.net/wp-content/uploads/2011/04/tumblrkpxypmjqro1qzv9mh.jpg)
(http://i.imgur.com/0gt1SF2.png)
xDD, Thanks a lot
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But the model doesn't work with multiple geosets:
In the wow i see only 1 geoset from my model
Why this?
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You need to walk before you can run. You should go back to tutorials and simple stuff and learn the basics first.
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You need to walk before you can run. You should go back to tutorials and simple stuff and learn the basics first.
Here there is no tutorial about this...
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Actualy yes it is ...... a lot of them
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You need to walk before you can run. You should go back to tutorials and simple stuff and learn the basics first.
Here there is no tutorial about this...
The first tutorial you need to learn about is how to use search features and Google, apparently.
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Fixed ,now working perfectly :D