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3DS Max -> Unity3D Says I have 3 times as many polys and wont show in Unity.
Hey,
I am exporting as FBX, and it says that it has over 65000 polys (The limit), but in 3DS Max, it says I only have 25000 polys.
Anyone know how to fix this?
Thanks, Justin W.
In Unity your polys will all turn into triangles. Not sure if this is it, but if you have quads (pentagons, hexagons, ...) in your $$anonymous$$ax scene then it would report a lower poly count.
I'll triangulate than, thanks for the reply. Testing.
I'd be doubtful if triangulating changes anything. meshes are calculated in triangles, period. A 3d app can create "polygons" for you to edit but it's all a deceitful sham, the triangles are there and always will be. if triangulating your mesh fixes this problem then you've found a symptom of some other behavior...
Lol, hello John =P. And I didn't think that it would have made that large of a difference... less than 30$$anonymous$$ to 65+$$anonymous$$? Eh...
Answer by Eric5h5 · Jan 31, 2011 at 02:17 AM
Vertex counts in 3D apps aren't at all accurate, since vertices have to be duplicated on hard edges, UV seams, and split tangents in Unity.