I've got a model that's approx 30k verts and 60k polys. It seems to export to a .3ds file without any problems. But when I try to import it back into a scene file I get an error message that says "vert index out of range" and it won't import.
When I export it and don't set 'keep texture coord.' and then import it, it comes in but the texture is messed up.
I figure surely there must be a way to export and import large models.
Anybody seen this problem before, and maybe have a solution?
Perhaps you can try another file format or you sperate the mesh into 2 parts. The second solution is what I do if I have an object with more than 60.000 tris. It's not very comfortable but it works.
Another solution is to export to .obj a lot. Apparently you can only go up to a cetain amount of verts/Polies with a .3ds format. Weather thats true, I dont know.
Thanks, for the replies.
I found an obj importer/exporter for Max6.
It kinda works. The problem is the texture (coordinates?) is ALL messed up.
Don't suppose anybody knows of a specifiic place to find one that works simpler.
I've got a model that's approx 30k verts and 60k polys. It seems to export to a .3ds file without any problems. But when I try to import it back into a scene file I get an error message that says "vert index out of range" and it won't import.
I've just re-read this.... Are you saying that you ALREADY have an object in Max and you are exporting to another format and then importing it back into Max?
SC - I'm trying to prepare if for public distribution as well as the ability to use the model in other programs. For that I would prefer to be able to send it out as something besides a .max scene.
Guer - I'm pretty sure that's the ones I'm using. Website certainly looked familiar. As for the texture mapping - parts of a single mesh are uvw box mapped while other parts had to be uvw unwrapped mapped. The final model is a single collapsed (not booleaned) mesh. It does use (excuse the lack of precise terminology) a single "material" with 3 sub materials. Basically 3 textures carried on one material, applied to various parts of the mesh. It's never been a problem with other file formats.
Ok - now I'm with you. I'd still run the STL check on the mesh thats causing problems before trying to export it - that will normally identify any true errors.
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I found an obj importer/exporter for Max6.
It kinda works. The problem is the texture (coordinates?) is ALL messed up.
Don't suppose anybody knows of a specifiic place to find one that works simpler.
What's wrong with the one you've got?
I've just re-read this.... Are you saying that you ALREADY have an object in Max and you are exporting to another format and then importing it back into Max?
S.C. - Yes to your question.
Obj2max & max2obj.
As far as UVWs go, obj carries them just fine, unless you've got something other than basic unwrapping going on.
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Guer - I'm pretty sure that's the ones I'm using. Website certainly looked familiar. As for the texture mapping - parts of a single mesh are uvw box mapped while other parts had to be uvw unwrapped mapped. The final model is a single collapsed (not booleaned) mesh. It does use (excuse the lack of precise terminology) a single "material" with 3 sub materials. Basically 3 textures carried on one material, applied to various parts of the mesh. It's never been a problem with other file formats.