#Custom Model Upload Help
1 messages · Page 1 of 1 (latest)
the limit is approximately 20,000 triangles (and the .obj needs to be triangulated)
if your model is larger, you can either decimate, or turn it into an assetbundle, though the larger the model (in tris) the less performant it will be in TTS
Hey @runic prawn ! It's a fairly small file, I would say in total, its 14 vertices and perhaps about 7 faces. I have attempted to triangulate the document and its fairly simple in design. Just a basic meeple.
if you want to dm me the file I can take a look
If it's alright with you @devout timber I will later today when I am off work. Thanks for providing your input so far.
What timezone are you located in?
UTC/GMT 0
ah you're using a local link - i don't supposed you've made edits to your file and exported to the same filepath & filename?
alright, it will likely be closer to about 1900 or so if I am estimating correctly
if so, TTS will have already cached the original, and will ignore any edits to the source
So 3:30 from now? (I always find this the easiest way)
Yeah thats roughly when I get off work. So after I can send the file your way.
sure, I'm online for 8 hours or so from now.
I have attempted to export the doc to a separate file. It worked for a different model I made (which I had the same problem with before). And with this file it seems to not do any justice.
and I have attempted exporting to new file names (hence it being yesterday's date followed by the letter "a"
gotcha, I don't have any other suggestions textually so seeing the file later is what I'll wait for - assuming Eldin or someone else doesn't lightbulb the potential problem
Copy that, thanks for your time sir, I will get back to you in roughly 8 hours.
I meant the dimensions in size, what you're describing is the complexity of the model
@runic prawn 4KB
That is the file size.
I mean the dimensions. You can view them within blender with the object selected
there was a vertex not attached to the object that was particularly troublesome to remove - I had to extrude it into a line, and extude the line into a face, before blender would actually remove it. I also removed the sharps all over the faces, removed the uv map, added an edge split modifier (for export) and smart unwrapped it. I also put the origin in the correct place (centre of the base):
sent to the op by dm, should be good now
ah, it was taken to DM?
🤷
no, they just sent the file to me by dm, no discussion had, just explaining what I did in more detail
Ah ok
this is btw an ideal candidate to bevel instead of edge split 😄