I’m searching information for this problem and I find something but I can’t understand so much.
I do my model in 3D max studio and when I want put the model on unity3d, I have this error. There’s a way to put the object on the unity?
I’m searching information for this problem and I find something but I can’t understand so much.
I do my model in 3D max studio and when I want put the model on unity3d, I have this error. There’s a way to put the object on the unity?
A couple of options.
Do you really need 65000 vertices? Have you tried using a normal map. You can get great quality for a low number of verts. It will also significantly improve your performance over a 65000 mesh.
If you can’t optimize it any more, then you have to break the model into multiple meshes in 3DS max and then import it.
The model at the moment don’t have textures, when you says brek the model, there’s an option in max? or i have split the model manually?
Yeah, you need to split it up. I can’t think of a real world scenario in which you’d absolutely need a single mesh to have over 65k vertices. Just break it up a little bit.
I don’t use max so I don’t know if there is a built-in feature for splitting the model. If you haven’t textured it then there is not a reason you shouldn’t try using a normal map.
Well, my first workflow with Unity was to put an entire scene straight in Max and export it all.
It was quite comfortable… until I hit the limit of 65000 vertices ![]()
It wasn’t bad at all, except for a little delay in export time but luckyly my computer is enough powerful so that was 5 seconds and not more.
After I met the limit I changed my workflow to build the scene in Unity and only export prefabs from Max, but I would like to build all the scene in Max, it would be great. Maybe also with lights and more stuff.
The entire scene you export from Max can be many millions of vertices… this is only a limitation involving single meshes that exceed 65k vertices. Big difference.
i have aproblem where i get the error message about 65000 vertices but the mesh’s its talking about dont have anywhere near this many vertices. any idea whats going on?
it has more than 65k vertices and you missbelieve that the modelling app does output data that are remotely correct for hardware vertex counts
what do you mean by normal map? can you put a normal map on a mesh? i am currently using 3d studio max for my editing and i cant export several trees in .fbx cause its over 65,000 vertices, and i do not know how to break it up either, can someone please help me out?
Blender can split, but If you don’t use it, you can’t do it.
Max can split meshes as well; Select the polygons you want to split and press the ‘detach’ button
I have been trying eveything to import this bonzai tree from 3ds Max into Unity3d. I cant figure out how to break it up into mesh subdivisions. You got any ideas? Everytime no matter what I do it always says it cant support the mesh when it has over 65,000 vertices.
break up won’t do it here.
65k for a single tree is beyond anything you can pull of in realtime if the level is meant to have more than 3 trees and a box house