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Question by nealsterrett · Aug 16, 2011 at 07:52 AM · mayalevelstudentverts

65,000verts

i am making a level for my 3d level design class. its a neat little detailed opera house and when i put in in unity it gives me the your mesh has 65,000 verts and cannot be displayed warning. i have tried a few things for solutions but no success in my trys. the things ive done is

1:Combine parts of the level and export them in pieces. (this has made certain areas pop up but not all)

2: deleted edges and verts that were obviously unnecessary but didn't go in depth with the search

3: delete all history/non-deformer history and optimize scene

is there something im missing or must i just break up the scene even more i have done about 4 pieces at the most so far keeping ares below 30 to 50,000 or am i sadly gonna have to delete things

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avatar image nealsterrett · Aug 16, 2011 at 08:44 AM 0
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ok i have extra to this so im also getting geometry in there that shouldn't be there. like 1 plain is just off to the right and what not even a small section of seats is missing?! i have deleted the history and non deformer history to the parts responsible for that section is there something im missing here as well?

avatar image nealsterrett · Aug 16, 2011 at 08:54 AM 0
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This question has been solved thank you

my solutions were

breaking down the level EVEN smaller

and a missed piece not exported and me not realizing terrain interference still need this site to clear my thoughts this was awesome

avatar image Kacer · Aug 16, 2011 at 09:08 AM 0
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Remember to mark the question answered, it will continue to pop up on the front page till it has been marked as answered :)

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Answer by Kacer · Aug 16, 2011 at 08:19 AM

65000 verts/poly's is a LOT.

Try breaking up the mesh in a lot of smaller entities, at around 10k polygons each, and try to make sure that not too many of them are in view at the same time.

Unity has a feature thats called "Occlusion Culling", basically it allows unity to not render mesh you cant see, unless its one large mesh.

so, it should work, if you break it up and make sure that there's not too many polygons in the view at the same time, alternatively you could make all the nice details with normalmaps and such :)

Could i see the model perhaps, a render or something, im a 3D modeller myself and i always like to see what other modellers have made :)

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avatar image nealsterrett · Aug 16, 2011 at 08:28 AM 0
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ya i could send some snap shots can i post shots here or do i need to send them another way? your ok with the basic default Lambert look right i will wire-frame the scene to help with its viewing. as a student i could always use a different set of eyes on my work.

avatar image Kacer · Aug 16, 2011 at 08:38 AM 0
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www.imgur.com is an excellent place for sharing images :P

Wireframes is fine with me.

avatar image nealsterrett · Aug 16, 2011 at 08:46 AM 0
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hey looks like breaking it up worked but now parts that aren't spose to be there are a random plane is in the mix and a seat section is missing? history's deleted how can i help this

avatar image Kacer · Aug 16, 2011 at 08:54 AM 0
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What 3D application are you using?

Regarding the plane that comes out of nowhere, check if its present in the 3D application itself, and delete it there, the missing seat row, im not sure about that one, but you can check if you have accidentally inverted the polygon faces, you might have deleted them as well, im not sure.

if history is gone and you cant restore it from a file, then, if you're using 3Ds max, there should be an autobackup folder somewhere.

avatar image nealsterrett · Aug 16, 2011 at 08:55 AM 0
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k will take some shots and post them soon may not be right now still have some quick things i wanna work on right quick

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