i have a model which was over the 65000 vertex limit, i have reduced it to less than 22000 but the error message is still coming up and it wont import the model.
any ideas?
i have a model which was over the 65000 vertex limit, i have reduced it to less than 22000 but the error message is still coming up and it wont import the model.
any ideas?
It’s not only vertices, but UVs and Triangles as well, as far as I can remember.
what is the limit for poly’s and uv’s?
I don’t think there are any limits for triangles. The 65,536 limit applies to vertex data only as far as I know.
–Eric
What you can try is save it as a other format than that you are currently using and then re-save it again to fbx or whatever you are using. This worked for me once.
If this doesn’t work try to save your model as a text file so you can read it and see what is causing the problem.
Or you can simply write a capping tool for your modelling application if your modelling tool doesn’t already have one.
It’s not a 65536 limit as it should be, it’s an arbitrary 65000. Seems like some coder didn’t know the size of a 16 bit integer by heart, and was too lazy to pull out a calculator. So they just rounded down to the nearest thousand.
Given their track record, it would be foolish to assume that any programmer at UT was lazy, or didn’t know their powers of two. You have no idea what the rest of that space is being used for, or what other overheads might be involved.
In any case, it has been stated before that the limit will be lifted at some point in the future (not to 65536). In the mean time, keep in mind that vertices with the same position but different normals or anything else must be stored as separate vertices for the graphics card. A lot of 3D modelling apps don’t tell you this, as they are not giving you numbers for real-time display, and the data is probably not redundant in the file format.
Did you actually try this? The error message might be “lazily” rounding, but the actual number is 65535. (Why not 65536, I don’t know…maybe laziness…)
–Eric
I had the same problem with complex industrial models and the solution is to split your model in 2 or 3 models.
Keep in mind, that on hard edges/between smoothing groups verts are split in two. The same happens, when you have a seam in your UVs.
Depending on how many hard edges/smoothing groups and UV seams you have, you could be above the 65000 verts limit with a 22000 verts mesh.
Try welding all verts in the UV layout to one and set all your faces to the same smoothing group, just to test if that’s the case…