Problem Reducing Vertices on a Model....

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KF-Argentina

FNG / Fresh Meat
Oct 18, 2010
224
57
0
Argentina
Hi!!! I ripped the "Atlas" Model from Portal 2... and I want to put it in-game but there is a problem.... the exported .psk size is 3 Mb.... and any other .psk normally size in killing floor is from 600 Kb.... so when I import the Atlas.psk model in the SDK it stucks... and never loads because of the size....

Anyway I could reduce the "vertices" on the 3D Max
 

The_Sorrow

FNG / Fresh Meat
Jun 2, 2009
805
138
0
27
Australia
this may sound stupid, but is the atlas model just a Static model or actually Animated?
and not sure if this would affect the import time, but what are your specs?
 

Hemi

FNG / Fresh Meat
Jul 30, 2010
1,570
573
0
pro.jpg


Fiddle arround with the ProOptimizer tool in your modifier list. Good stuff!
 

KF-Argentina

FNG / Fresh Meat
Oct 18, 2010
224
57
0
Argentina
Well... I tried reducing the vertices with the Pro-Optimizer Modifier.. but I get something like this:
er1j.png

and they are still to many vertices u.u
I think that I
 

KF-Argentina

FNG / Fresh Meat
Oct 18, 2010
224
57
0
Argentina
Give Meshlab a try [url]http://meshlab.sourceforge.net/[/URL]

It's basically a free version polycruncher :) with alot of options to maintain the silhouette.

Also the model doesnt look crazy highpoly, a fair amount of manual work wouldnt hurt.


Yeah I know but Im still learning about 3D Max... the problem are the vertices.... it has like 50000 and size like 3 mb.... I tried with the options on Pro Optimizer but it still looks weird.... I
 

J.D.*

FNG / Fresh Meat
Jan 26, 2010
378
63
0
What do you mean by manual work?

Break the mesh down yourself. You can collapse edges and merge verts with more control manually. You could start in Meshlab, decimate it down to where its lower in verts but holds the shape better, then manually go in and collapse.
 

KF-Argentina

FNG / Fresh Meat
Oct 18, 2010
224
57
0
Argentina
Break the mesh down yourself. You can collapse edges and merge verts with more control manually. You could start in Meshlab, decimate it down to where its lower in verts but holds the shape better, then manually go in and collapse.


Looks that a Hard Work that would be difficult to make with the only tips I know yet about 3d max xD....

I