Hey,
I have a bug or maybe not with exported car. So in zmodeler i can see that my model has 192k verticies and after export in OpenIV i see that there is 310k verticies and my model is larger than the base model which is strange because I optimized model from 340k poly to 280k but don't know what's wrong with that verticies.
Problem with number of verticies after export
Problem with number of verticies after export
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Re: Problem with number of verticies after export
If you re-import your model back into ZModeler, what is the vertices count?
Re: Problem with number of verticies after export
Three screenshots in attachments
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- before.png (1.39 KiB) Viewed 4759 times
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- after import.png (1.52 KiB) Viewed 4759 times
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- OIV.png (3.63 KiB) Viewed 4758 times
Re: Problem with number of verticies after export
I've done welding on two parts because after import from Blender everything needs to be welded again and problem is only with those two elements
Re: Problem with number of verticies after export
send me a .z3d file with just one part/object that suffers this issue, I'll take a look. In most of cases, ZModeler should not split vertices on export. It can split vertices (and increase vertices count) on import from blender/3dsmax or other packages. increase of vertices count on export from ZModeler looks a bit strange to me.
Re: Problem with number of verticies after export
I've send you in PM.Oleg wrote: ↑Mon Sep 26, 2022 5:50 am send me a .z3d file with just one part/object that suffers this issue, I'll take a look. In most of cases, ZModeler should not split vertices on export. It can split vertices (and increase vertices count) on import from blender/3dsmax or other packages. increase of vertices count on export from ZModeler looks a bit strange to me.
Re: Problem with number of verticies after export
after reimport from blender all polygons in an object are in random order. Regular mesh usually have them going one to another on a small piece, so a set of polygons #1...30 are likely to be the same surface with a lot of shared vertices. Blender spreads polygons all around of your geometry object, so polygons #1..30 have no shared vertices at all.
GTA geometry is rendered in chunks with ~3-5K vertices, this is a limitation of memory management inside GTA code to fit different platforms.
When ZModeler creates a geometry for an exporter, it scans polygons one by another and feeds the geometry block with vertices until it reaches the limit. With the polygons tossed randomly on a heavy geometry you are likely to get way too many vertices that are not reused by polygons within one geometry block, and hitting the limit, ZModeler starts another block of geometry. Thats where those duplicate vertices comes from.
I don't have any good advice on how to fix your geometry object so it get exported better. You can chop it to objects with ~2K vertices in each and weld them together again. Then make an export. Once you chop and merge, you are likely to get polygons running over vertices from one (2K) group and this will reduce a chance for duplication. At least, give it a try.
GTA geometry is rendered in chunks with ~3-5K vertices, this is a limitation of memory management inside GTA code to fit different platforms.
When ZModeler creates a geometry for an exporter, it scans polygons one by another and feeds the geometry block with vertices until it reaches the limit. With the polygons tossed randomly on a heavy geometry you are likely to get way too many vertices that are not reused by polygons within one geometry block, and hitting the limit, ZModeler starts another block of geometry. Thats where those duplicate vertices comes from.
I don't have any good advice on how to fix your geometry object so it get exported better. You can chop it to objects with ~2K vertices in each and weld them together again. Then make an export. Once you chop and merge, you are likely to get polygons running over vertices from one (2K) group and this will reduce a chance for duplication. At least, give it a try.
Re: Problem with number of verticies after export
It might be possible to let ZModeler weld vertices (it will detect duplicates) as follows:
1. select all vertices on problematic object
2. pick Modify\Submesh\Wled tool. expand its options
3. set "Multiple targes" option there, then click anywhere in viewport.
4. after a delay a flyout window will appear with settings for threshold:
set there distance to 0, UV distance to 0.001 and normals angle to 15. press OK.
1. select all vertices on problematic object
2. pick Modify\Submesh\Wled tool. expand its options
3. set "Multiple targes" option there, then click anywhere in viewport.
4. after a delay a flyout window will appear with settings for threshold:
set there distance to 0, UV distance to 0.001 and normals angle to 15. press OK.