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Re: Correctly export geometry and collision for Maya 2018

Posted: Tue Nov 20, 2018 1:12 pm
by Range_


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
This photo from the material editor of maya, i make export for this lesson:
https://www.youtube.com/watch?v=K4_i2tPbAI8
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
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.

Re: Correctly export geometry and collision for Maya 2018

Posted: Tue Nov 20, 2018 4:03 pm
by ik-interactive

This photo from the material editor of maya, i make export for this lesson:
https://www.youtube.com/watch?v=K4_i2tPbAI8
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
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.
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 optimization

Re: Correctly export geometry and collision for Maya 2018

Posted: Wed Nov 21, 2018 9:28 pm
by Range_


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
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.
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 optimization
My solution is to divide the model into 10 (8 - 9)k triangles?

Re: Correctly export geometry and collision for Maya 2018

Posted: Thu Nov 22, 2018 2:51 am
by vishdrck
I 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
maya.png (15.98 KiB) Viewed 1450 times

Re: Correctly export geometry and collision for Maya 2018

Posted: Fri Nov 23, 2018 4:26 pm
by ik-interactive
I 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
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

Re: Correctly export geometry and collision for Maya 2018

Posted: Fri Nov 23, 2018 6:37 pm
by vishdrck
I 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
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
Oh...may be.I said that before I can't remember what I did but I solved it somehow.Sometime may be as you said. :D
However thank you for letting me know about it. :P

Re: Correctly export geometry and collision for Maya 2018

Posted: Fri Nov 23, 2018 9:14 pm
by ik-interactive
I 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
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
Oh...may be.I said that before I can't remember what I did but I solved it somehow.Sometime may be as you said. :D
However thank you for letting me know about it. :P
good, just remember more than 10K = no textures, no collision. that's the point :)

Re: Correctly export geometry and collision for Maya 2018

Posted: Sun Nov 25, 2018 11:15 am
by Range_


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
Oh...may be.I said that before I can't remember what I did but I solved it somehow.Sometime may be as you said. :D
However thank you for letting me know about it. :P
good, just remember more than 10K = no textures, no collision. that's the point :)
Thanks!