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Author Topic: Custom model bug(Solved)  (Read 3764 times)

ladiszlai

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Custom model bug(Solved)
« on: April 10, 2015, 03:51:01 pm »
Hi

anybody can help me?

 some parts of my model is missing:

« Last Edit: May 17, 2015, 11:11:41 pm by Admin »

ladiszlai

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Re: Custom model bug
« Reply #1 on: April 10, 2015, 10:00:28 pm »
It is a M2 model
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Alastor

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Re: Custom model bug
« Reply #2 on: April 11, 2015, 01:15:00 am »
Clearly Bad :
- UVmaps

Maybe Bad :
- Faces
- Crossed Limit of Vertexis
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
No matter how fast light travels it finds the darkness has always got there first and is waiting for it
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ladiszlai

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Re: Custom model bug
« Reply #3 on: April 11, 2015, 08:09:30 am »
Quote from: "dahaga"
Clearly Bad :
- UVmaps

Maybe Bad :
- Faces
- Crossed Limit of Vertexis

Thanks, can you help me how cani fix the UVmaps?
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Alastor

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Re: Custom model bug
« Reply #4 on: April 12, 2015, 04:19:04 am »
No
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
No matter how fast light travels it finds the darkness has always got there first and is waiting for it
Star Citizen Referral Code : STAR-XNFS-HVL9

ladiszlai

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Re: Custom model bug
« Reply #5 on: April 12, 2015, 09:35:12 am »
Quote from: "dahaga"
No

:(
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phucko1

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Re: Custom model bug
« Reply #6 on: April 12, 2015, 02:52:01 pm »
well a picture of how the model SHOULD look like, would be very helpful.
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Skarn

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Re: Custom model bug
« Reply #7 on: April 12, 2015, 03:48:15 pm »
You must have exceeded the polycount limit. How did you convert the model? Also check if normals are okay.
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ladiszlai

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Re: Custom model bug
« Reply #8 on: April 12, 2015, 05:08:01 pm »
Quote from: "Skarn"
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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Skarn

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Re: Custom model bug
« Reply #9 on: April 12, 2015, 11:40:37 pm »
Well, normals facing upside down. Exceeded polycount limit.
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ladiszlai

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Re: Custom model bug
« Reply #10 on: April 15, 2015, 07:25:39 pm »
Quote from: "Skarn"
Well, normals facing upside down. Exceeded polycount limit.

So, how can i fix this?
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Skarn

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« Last Edit: January 01, 1970, 01:00:00 am by Admin »

ladiszlai

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Re: Custom model bug
« Reply #12 on: April 16, 2015, 06:38:59 pm »
Quote from: "Skarn"
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)

« Last Edit: April 16, 2015, 07:01:27 pm by Admin »

Alastor

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Re: Custom model bug
« Reply #13 on: April 16, 2015, 06:49:17 pm »
since you are just saying ... " its not wotking " we cant help you
Vertexis has 20k limit -+
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
No matter how fast light travels it finds the darkness has always got there first and is waiting for it
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ladiszlai

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Re: Custom model bug
« Reply #14 on: April 16, 2015, 07:03:02 pm »
Post edited , yes the problem is that the polycount but in my model in 19k counts...really bugged
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