I am trying to import an enemy from Cinema4D using .fbx but I keep getting an error on it saying “Meshes may not have more than 65000 triangles at the moment: tim horn (base) and nose”. I am not clear on how to fix this. If anyone has any tips for me, I would greatly appreciate it.
You’re going to need to significantly cut down on the number of faces in your model through your 3D app. I’m not familiar with Cinema4D at all, so I’m not sure the exact procedure for that. You’re going to either need to reduce the polycount on the enemy, or if at all possible (I have no idea what your enemy is), break the enemy’s model up into several models, being a bit clever if you need to to hide seams.
I ran into a similar issue where I was building ocean floors based on geographic data, and the files I was given to represent depth contained more than 65k data points (with each data point being a vert on the model). Vertex limit is 65k per mesh, so I had to come up with a tiling scheme for those maps.
If your enemy character is more than 65k verts… you’ll really want to reduce that in your 3D app as that’s an insane amount of polys for any one object.
Depending on your game, I wouldn’t expect characters to go above about 15k tris (probably 20-23k verts?) and probably to average somewhere closer to or below the 7k tri mark.
I agree. Though personally (and this is probably due to me being a poor excuse for a tech artist IMO), a main character I’ve been working on between other stuff is around 7k triangles, which includes a separate mesh for the hair (I intend to make the hair “hideable” for helmets/hats/etc) and given his rather simple design, the polycount gives me a damn anxiety attack. The highest triangle count on the character in general is in each hand (and I need that detail because the character’s a martial artist and the poses of his hands are important).
Thank you very much. The mob is an enemy for a FPS i’m making.