3ds. export => ridiculously high polycount
-
so i've been searching for a very long time and i must say im pretty cramped with this one...
the thing is: when i export stuff in 3ds. format and open it in 3ds max (8), the polycount is frighteningly high. not at all what the model info showed in sktchp. i tried all possible export options but nothing helps. i searched this forum but i didnt find anything similar so i thought i'd just ask. im sorry if i just overlooked, but it's a pretty big issue as a lot of my work is required in a game modification where the polycount of objects is rather crucial.
thanks in advance.
-
Ka1000
Firstly welcome to GSCF.
The problem here is that you are modeling with an app that uses rectangular polygons and when you export those polygons get converted to triangles as needed for .3ds and .obj's thus that increases your poly count.
-
but is there a way that i can maintain my model's integrity and still reduce the polycount to SU standards?
or is this a lost cause? -
Try the free Meshlab

-
thanks, i'll see what this can do

-
Exporting as .fbx doesn't triangulate everything by default so that might be a better option.
Also, components are lost when exporting to any format I think.
So if you'd import it again in Sketchup afterwards, your polycount will be bigger as all instances will be groups. -
the thing is that i should only need to have the model opened in 3ds max (with the correct poly values and the such) and then export it to W3D. will fxb open/import in 3ds?
Hello! It looks like you're interested in this conversation, but you don't have an account yet.
Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.
With your input, this post could be even better 💗
Register LoginAdvertisement