View Full Version : Max and slow .obj file import
SomeRhino
11-12-2007, 10:45 AM
So I finished a high-poly model in ZBrush and began importing it in to Max 8. Max has been chewing on the ~2 million polygon file for 12 hours now without stopping. Task manager shows that it's still using 100% of one of my processors and has grown to about 500MB in size, but this is a rediculously long time to import something that ZBrush took 10 seconds to export.
Anyone know of any program that I can use to import the Wavefront file and export a different format that Max won't take a year to import, or perhaps some other way to get a high-def mesh into Max?
butt_sahib
11-12-2007, 01:16 PM
If i get what youre saying;
Well, are you sure you need ~2 million on the model? i guess thats around the 5-6 sub.d's in zb so why not import a lower level? PLus youre going to lose that heavy detail when you import it.
Or, you could try a thrid party software like xnormal which can handle high counts so you can easily generate the normals.
Or,You could try poly-cruncher. Its an add-on software which greatly reduces (if i remember correctly- 75% polycount) the polycount.
Gavin
11-12-2007, 01:38 PM
You could also try to split up your ZBrush file and import it in chunks. I also think if you have "Unify" unchecked it loads in quicker...if I remember correctly. You're going to definitely have problems trying to bring in 2 mil all at the same time and, really, if you just have the 1 model that "can't" be split up (like this model is just a head or something) that 2 million polygons worth of detail probably isn't going to translate in the normal map anyway. You'd probably be better off working with a lower level model and then just add smaller details with overlays in PS...again, assuming that this is just one section of a character that has been subdivided insanely high. I'd say if you can, work in chunks and then if Max is too slow to work with there, just put an Optimize modifier on the high model to lighten the load.
Gav
SomeRhino
11-12-2007, 04:20 PM
I split up the mesh into about 10 polygroups and then exported a lower subdivision. My estimates were bad, my computer was hanging on a mere 800,000 polygon mesh, but with it split up and down to 200,000 it imported almost immediately. I'm guessing Max just chokes trying to import huge singl-mesh objects.
Thanks guys, I just wish Max was a little more flexible.
butt_sahib
11-13-2007, 03:12 AM
excellent gav :D couldnt have put it in any better way ;)
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