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| Modeling - Sculpting Dedicated forum to all the modeling questions & comments, from boxmodeling, edge modeling, assembly of shapes, etc. to sculpting. |
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| | #1 (permalink) |
| Box modeling ![]() Join Date: Jul 2005
Posts: 243
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When I import an OBJ file that has multiple groups into Hexagon 1.2, even if I make no changes at all to the mesh, when I export the file back out the file is huge compared to the original file! For example, I imported in 3D Universe's Toon Dragon. The original OBJ file size is 3,518K. I made no changes at all and just exported the file back out as a new OBJ file. The exported file size increased to 23,573K !!! Can someone explain to me why the file size increased by 6.7 times when I didn't do anything to the file? The increase in file size seems to be tied to the textures and UV Mapping, there seems to be a LOT more vt lines added into the file. I have found a workaround though. If I import the OBJ file, save it in HXN format, close the file, reopen it and then export it out as an OBJ, the file is actually SMALLER than the original! Nice for doing morph targets, but very curious. |
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| | #2 (permalink) |
| Cube ![]() Join Date: Sep 2005 Location: Southeastern USA
Posts: 63
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Hi, I played around with this a little and had the same results that you describe. I imported the DAZ Victoria 3 obj and saved it back as an obj (different name - no modifications made in Hexagon). The size of the obj went up to about 100 MB. I tried a few differences in export options but none of them brought the file size down any. I did load the new and original files into my UV mapping software (Ultimate Unwrap3D). There was a difference in vertices (original has 72712 while the copy saved from Hexagon has 74826 vertices). The groups, polygons and triangles were the same. Out of curiosity, I did the same thing using Carrara (loaded V3 obj (not the CR2) and saved back as a different name). The file size on the Carrrara saved copy is only 14,641 KB. The vertices count in Unwrap3D came out to 106,624 for the Carrara copy. Most curious. It would be nice if one of the experts at Eovia would pop in here an explain this. While not too many people will be making modifications to Victoria 3, there is probably a real lesson to be learned here. |
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| | #3 (permalink) |
| Boulet Join Date: Nov 2005
Posts: 452
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There is much information on this at Renderosity: http://www.renderosity.com/messages....essage=2620706 |
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| | #4 (permalink) | |
| Box modeling ![]() Join Date: Jul 2005
Posts: 243
| Quote:
I ummmmm ... am BluesDragon over at DAZ. I know the fix, I found it... I was just wanting to know the why of it. But thanks for the post anyway, I had a good laugh seeing myself being quoted there. LOL | |
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| | #7 (permalink) | |
| Box modeling ![]() Join Date: Jul 2005
Posts: 243
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| | #8 (permalink) |
| Box modeling ![]() Join Date: Feb 2006
Posts: 207
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What had me ROLLING was when the person stated that going from Hex to Carrara yeilded an object that was "corrupted and useless. It's like a transporter malfunction occurred..." - LOL! That one tickled me to no end! -Will |
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| | #9 (permalink) | |
| Box modeling ![]() Join Date: Jul 2005
Posts: 243
| Quote:
They have also mentioned something about triangulating models on import too. I guess Carrara importers still need a little work. | |
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| | #10 (permalink) |
| Box modeling ![]() Join Date: Feb 2006
Posts: 207
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Well yes obviously for serious production level work it's definitely something to be concerned about especially if there's any amount of corruption. For myself as a hobbyist, I'm not too pressed about it - hoping that Eovia does eventually take a stab at it after their Hex2 crunch is over. (I have gigs and gigs of drive storage in support of my video editing and DVD authoring work.) Perhaps it's already taken care of in Hex2 - only the (fortunate) beta testers know that at this point. -Will |
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