crazzy_boyy Posted September 18, 2010 Share Posted September 18, 2010 Hello, i have a model that i made to a ped and it's 33 mbs ! is there any way to make it less ? because it crashes my game.... Link to comment https://gtaforums.com/topic/459474-ped-problem/ Share on other sites More sharing options...
indraCG Posted September 19, 2010 Share Posted September 19, 2010 wow....33 mb? that is soo big....could you show a pic of your model? Link to comment https://gtaforums.com/topic/459474-ped-problem/#findComment-1060131252 Share on other sites More sharing options...
yair1221 Posted September 19, 2010 Share Posted September 19, 2010 that isnt so helpful anyway, pic: Link to comment https://gtaforums.com/topic/459474-ped-problem/#findComment-1060131481 Share on other sites More sharing options...
Narcis_speed6 Posted September 19, 2010 Share Posted September 19, 2010 all the pieces are attached? you could also try using turbo smooth Link to comment https://gtaforums.com/topic/459474-ped-problem/#findComment-1060131677 Share on other sites More sharing options...
yair1221 Posted September 19, 2010 Share Posted September 19, 2010 yes they are all attached and the dummies are placed(dont mind the pic) it is in the right angle(again, dont mind the pic) turbo smooth: Tangi, you think you can do something about it? Link to comment https://gtaforums.com/topic/459474-ped-problem/#findComment-1060131715 Share on other sites More sharing options...
coin-god Posted September 19, 2010 Share Posted September 19, 2010 TurboSmooth? No. dont do that. How many polygons does that have? Link to comment https://gtaforums.com/topic/459474-ped-problem/#findComment-1060131722 Share on other sites More sharing options...
crazzy_boyy Posted September 19, 2010 Author Share Posted September 19, 2010 TurboSmooth? No. dont do that. How many polygons does that have? umm... Groups: 6 Instances: 106 Faces: 86648 Edges: 369 Materials: 8 Textures: 1 Triangles: 196624 Link to comment https://gtaforums.com/topic/459474-ped-problem/#findComment-1060131741 Share on other sites More sharing options...
coin-god Posted September 19, 2010 Share Posted September 19, 2010 TurboSmooth? No. dont do that. How many polygons does that have? umm... Groups: 6 Instances: 106 Faces: 86648 Edges: 369 Materials: 8 Textures: 1 Triangles: 196624 There is NO WAY thats gonna work in GTA SA. Next time make your own models, dont download from free sites. Link to comment https://gtaforums.com/topic/459474-ped-problem/#findComment-1060131762 Share on other sites More sharing options...
crazzy_boyy Posted September 19, 2010 Author Share Posted September 19, 2010 There is NO WAY thats gonna work in GTA SA. Next time make your own models, dont download from free sites. Yeah but i have no idea how to model this model... Link to comment https://gtaforums.com/topic/459474-ped-problem/#findComment-1060131828 Share on other sites More sharing options...
RanxeroX Posted September 21, 2010 Share Posted September 21, 2010 The following text is quoted straight out of the 3ds-Max 2010 help files and should answer your question... A few 3ds Max modifiers can help you lower the polygon count of your models. MultiRes The MultiRes modifier reduces the memory overhead needed to render models by decreasing the number of vertices and polygons. This is useful not only within 3ds Max, but for content creators who export models for use outside of 3ds Max, such as in Web-based 3D applications. MultiRes offers several advantages over the Optimize modifier, including faster operation and the ability to specify reduction as an exact percentage or vertex count. Optimize The Optimize modifier lets you reduce the number of faces and vertices in an object. This simplifies the geometry and speeds up rendering while maintaining an acceptable image. A Before/After readout gives you exact feedback on the reduction as you make each change. ProOptimizer The ProOptimizer modifier lets you select objects and interactively optimize them. So there you go! There are a few modifiers you can try out to achieve what you want. Good luck! Link to comment https://gtaforums.com/topic/459474-ped-problem/#findComment-1060133807 Share on other sites More sharing options...
coin-god Posted September 21, 2010 Share Posted September 21, 2010 They are not really efficent, and f*ckup most of the topology of the model. Link to comment https://gtaforums.com/topic/459474-ped-problem/#findComment-1060133960 Share on other sites More sharing options...
RanxeroX Posted September 23, 2010 Share Posted September 23, 2010 They are not really efficent, and f*ckup most of the topology of the model. That is probably true but it's his only options for reducing the number of polys within the program. He's already said that he can't model it himself from scratch. What I've found from my own limited tryouts with these modifiers is that they do tend to screw the topology up as you say. But by adding an 'Edit Mesh' modifier above it in the stack and then manually tweaking/editing the polys afterward, acceptable results can be achieved. For me, this was during the creation of a shadow mesh for a helicopter but for a detailed model, it may not be possible to get it looking right. I have no idea what these modifiers do to UV mapping! In the end, I'd have to say the best thing to do would be to model it from scratch. It might take more work tweaking than modelling it. Link to comment https://gtaforums.com/topic/459474-ped-problem/#findComment-1060136167 Share on other sites More sharing options...
yair1221 Posted September 23, 2010 Share Posted September 23, 2010 if i export it to sketchup and make it with less faces there, and export it back to 3ds, will it work? because that tool is VERY efficient in sketchup this is just for general knowledge because i canceled the mod Link to comment https://gtaforums.com/topic/459474-ped-problem/#findComment-1060136179 Share on other sites More sharing options...
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