PDA

View Full Version : Polycruncher help


nazeil
08-04-2008, 06:19 AM
So I'm attempting to use polycruncher for the first time, and it keeps giving me an "Out of Memory" msg when I use it. I have over a gig of memory left when it gives this error. :brick: :brick:

It's the trial version, and I am going through the 3D photo browser to get to Polycruncher since I am a Maya user.

Anyone run across this problem? Is there some sort of unwritten polygon limit that this program can handle? Their forums say there shouldn't be, but their forums aren't very helpful.

It crashes out on an obj file that is 1.6 million polys in zbrush (so closer to 3.2 million triangles)

Any help would be hugely appreciated. Thanks!

Marcus Dublin
08-04-2008, 01:23 PM
I have the 3ds max version of Polycruncher and I only seem to be able to "crunch" models around the 1 million-polygon mark. Your best bet would be to optimize parts of the model separately if it’s constructed in the appropriate manner “ie separate elements”. Otherwise you would have to develop a workaround to compensate for the lack of horsepower. Option one would be to run Maya’s “if it has one” optimize function to reduce the triangle count, then take it into polycruncher. Option two would be to take the high polymesh from Zbrush and bring it down a few sub division levels, then run the reduced mesh in Polycruncher! One other thing I would do before trying to run Polycruncher would be to close any other application besides Maya and then try "crunching" the mesh, the more system resources you have devoted to Maya the better! Anyways nazeil I hope that you're able to work out your problem and hopefully you'll be able to find a solution! By the way make sure to refer to the Polycruncher forum as well: http://www.mootools.com/plugins/forum/viewforum.php?f=12&sid=d7aeaac0a273f3095a6ab94069735fee Good luck!:thumb:

nazeil
08-04-2008, 04:31 PM
thanks for the advice Marcus. :)

I ended up trolling the polycount boards and found a post from MOP that talked about Meshlab as a free substitute for Polycruncher. So far its worked rather nicely for what I need. The topology is really bad, but I'm just using it as a shell to guide my base mesh anyway.