How so. And if I need more than 10 polygons in the model? I will describe the situation in more detail: I need a static model.i see in your scrrenshoit that you have the proxytoobig in some models if the pilygon count exceed 10000 it will fail the export and also the physicalize, be sure you model is under 10k polygonsThis photo from the material editor of maya, i make export for this lesson:
didn't know how it work maya is this photo from the material editor of maya or is it from cryexport tool? for example in 3ds max i need to setup the physiscalize into the material editor not in the cryexport settings
https://www.youtube.com/watch?v=K4_i2tPbAI8
Re: Correctly export geometry and collision for Maya 2018
#12you can't cryengine can handle one single static mesh with less than 10k if more need to detach object in more meshes, you can increase the limit of 10k but not recommended for game optimizationHow so. And if I need more than 10 polygons in the model? I will describe the situation in more detail: I need a static model.i see in your scrrenshoit that you have the proxytoobig in some models if the pilygon count exceed 10000 it will fail the export and also the physicalize, be sure you model is under 10k polygons
This photo from the material editor of maya, i make export for this lesson:
https://www.youtube.com/watch?v=K4_i2tPbAI8
Re: Correctly export geometry and collision for Maya 2018
#13My solution is to divide the model into 10 (8 - 9)k triangles?you can't cryengine can handle one single static mesh with less than 10k if more need to detach object in more meshes, you can increase the limit of 10k but not recommended for game optimizationHow so. And if I need more than 10 polygons in the model? I will describe the situation in more detail: I need a static model.
i see in your scrrenshoit that you have the proxytoobig in some models if the pilygon count exceed 10000 it will fail the export and also the physicalize, be sure you model is under 10k polygons
Re: Correctly export geometry and collision for Maya 2018
#14I can't remember it is exactly but I think once I did this by smoothing or trangulating or quadtrangulating the meshes.Not sure correctly.
Vishwajith Weerasinghe
Re: Correctly export geometry and collision for Maya 2018
#15is not about that man you need to see how many polycount you have in the viewport and reduce it/ or detach every mesh into little pieces that's how it work or use a sort of prooptimizer modifier with mayaI can't remember it is exactly but I think once I did this by smoothing or trangulating or quadtrangulating the meshes.Not sure correctly.
maya.png
Re: Correctly export geometry and collision for Maya 2018
#16Oh...may be.I said that before I can't remember what I did but I solved it somehow.Sometime may be as you said.is not about that man you need to see how many polycount you have in the viewport and reduce it/ or detach every mesh into little pieces that's how it work or use a sort of prooptimizer modifier with mayaI can't remember it is exactly but I think once I did this by smoothing or trangulating or quadtrangulating the meshes.Not sure correctly.
maya.png

However thank you for letting me know about it.

Vishwajith Weerasinghe
Re: Correctly export geometry and collision for Maya 2018
#17good, just remember more than 10K = no textures, no collision. that's the pointOh...may be.I said that before I can't remember what I did but I solved it somehow.Sometime may be as you said.is not about that man you need to see how many polycount you have in the viewport and reduce it/ or detach every mesh into little pieces that's how it work or use a sort of prooptimizer modifier with mayaI can't remember it is exactly but I think once I did this by smoothing or trangulating or quadtrangulating the meshes.Not sure correctly.
maya.png![]()
However thank you for letting me know about it.![]()

Re: Correctly export geometry and collision for Maya 2018
#18Thanks!good, just remember more than 10K = no textures, no collision. that's the pointOh...may be.I said that before I can't remember what I did but I solved it somehow.Sometime may be as you said.
is not about that man you need to see how many polycount you have in the viewport and reduce it/ or detach every mesh into little pieces that's how it work or use a sort of prooptimizer modifier with maya![]()
However thank you for letting me know about it.![]()
![]()