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Home ? Importing Assets ? what causes imported FBX files to look scrambled?

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27/10/2016 08:22:59

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1742
I've spent several days trying to get a good FBX out of a car I'm making. It looks great in my modeling program, I can import it into other modeling programs and it looks good... but as soon as I make an FBX out of it and bring it into MUVIZUit looks like the car is made of spider webs. Is that too many polygons?
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27/10/2016 11:31:02

ikesMuvizu mogul
ikes
Posts: 275
PatMarrNC wrote:
I've spent several days trying to get a good FBX out of a car I'm making. It looks great in my modeling program, I can import it into other modeling programs and it looks good... but as soon as I make an FBX out of it and bring it into MUVIZUit looks like the car is made of spider webs. Is that too many polygons?


Hi Pat,

That is indeed the problem, I have got that result a lot with cars. Mostly because they are too smoothed.
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27/10/2016 14:17:18

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
20,000 is the magic number - more polygons than that and Muvizu always gives you spaghetti. I actually managed to crash Muvizu by importing an FBX with too high a poly count in my 3D Coat tutorial vids.
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27/10/2016 16:07:44

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1742
thanks guys... that gives me a track to focus on.
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28/10/2016 15:31:12

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1742
I figured there must be an info setting somewhere in my modelling program that would tell me how many surfaces are in the project... found it last night. The project has about 27,000 surfaces... 21,500 of which are in the car body. Now that I know exactly where to start reducing, I might be able to start finishing some of these spider web ended projects. Retopo learning curve, here I come...
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29/10/2016 01:04:35

urbanlamb
urbanlamb
(Account inactive)
Posts: 1796
okay i am gonna correct a bunch of info in this thread. I dont answer much anymore basically because most of what is being asked is covered either on these forums or in the wiki and I feel people should do some research lol but here goes.

the max polygon count for muvizu is about 65k.
You can in fact get an object to work in muvizu close to that limit, but it must be properly made.

Smoothing also does not cause an object to become scrambled.

The causes of this scrambling are due to malformed mesh. If you have a high poly model with a malformed mesh it will get scrambled guaranteed.
Your mesh cannot have any ngons or quads and you can't have any extra vertices. The way to make sure all is okay is to triangulate your mesh inside the modelling software and then check the face and vertex counts. If there are no ngons and the faces match the triangle count your probably safe to import it. If your faces dont match the triangle count you've either got quads or ngons. Most softwares also have a seperate ngon count so you can tall if the faces are quads or ngons.

The best way to avoid issues is to ensure that you model in quads and triangulate your model if you model in quads your guaranteed a perfect triangulation and flawless import. If you leave in ngons your gonna end up with a malformed mesh if you have too many of them in the model even if you triangulate.

here is the wiki page http://muvizu.com/Wiki/wiki/86


that being said you need to model and conserve polygons. When it comes to modelling especially in an engine that is muvizu's age "less is more"
edited by urbanlamb on 29/10/2016
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29/10/2016 12:50:38

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1742
this was triangulated. Checked for n-gons and corrected them before converting. Still spaghetti upon import

I usually (always, actually) model in quads and don't bother triangulating and have never had a problem with anything I make from scratch. I have problems with just about everything I try to adapt to muvizu from sketchup's 3d warehouse.

Each of the components alone will make a good FBX that imports to Muvizu OK... its when I put it all together that it fails.

I'll probably use the bad model as a reference and build my own over top of it in ghosted mode.
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29/10/2016 14:26:38

urbanlamb
urbanlamb
(Account inactive)
Posts: 1796
Make sure to remove all the extra loose vertexes etc. That being said 27k for a model like a car is too much even if it is a good mesh (which if its doing that when your bringing it in something is not right in the mesh) so I would reduce the polygon count anyways.

Anyhow if its being scrambled something is missed somewhere. Myself I have imported objects 55k polygons, but they were extremely large objects that were basically an entire set anyhow.

A car with an interior you could do in 10k or less. If its just a car body 1-2k is plenty really most of the detail is texturing. The mesh is just a cage to hold textures its not really intended to be used for a lot of detail.
edited by urbanlamb on 29/10/2016
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