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HELP

Posted: Wed Dec 07, 2011 6:21 am
by rabbit666
[quote="XSB"]it mostly is caused by having the "Store textures" or whatever ticked in the export options. Untick it[/quote]
If ][ import its say the same. Do the same?

Re: GTA IV: .WFT import filter in ZModeler v2.2.1

Posted: Tue Mar 06, 2012 9:57 pm
by JP-LeoRX
Is there any limit of polygons you can import with this filter? I've exported a high-poly 3D model (721734 polys) to .wtf format. And when I try to import it Zmodeler crashes. I'm using Zmodeler 2.2.5.

Re: GTA IV: .WFT import filter in ZModeler v2.2.1

Posted: Tue Mar 06, 2012 10:28 pm
by Oleg
that's pretty extralarge poly count. there is a vertices limit of 64k, but polygons should be kept as low as possible. If you hit that kind of limit for a game 3d model, you should consider excessive optimisation and detail reduce.

there is a link to the interview of "NFS The Run" 3D artist (somewhere in "NFS The Run" thread), and he posted several screenshots of game models. you should check them up to see a quality 3D art work with less than 30k poly for entire model. I was pretty surprised to the accuracy and quality introduced.

Posted: Wed Nov 27, 2013 12:53 pm
by Guest
Is there any work around that will allow multiple instances of the same object? I'm trying to create an extra (or several) that include pieces that should rotate with the doors.

Re: GTA IV: .WFT import filter in ZModeler v2.2.1

Posted: Thu Nov 28, 2013 12:47 am
by Oleg
mount extra_* under respective door in hierarchy.