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blender object to msfs size to big

Messages
11
Country
italy
Hello, I am a beginner in blender and fs2020 SDK...

I designed a simple taxiway bridge .. nothing special (see the picture) , no texture applied yet... and i want to export it using Blender2MSFS tool.


when i press export... computer stuck... looks like the object i am try to export is so heavy!
After a while with computer stuck the result of export is a 2gb .bin file plus .gltf e xml file.

when I'm try to build the project with the SDK in MSFS with my custom object everything stuck..

I believe I am doing something wrong in blender... but what??

any idea... my bridge doesn't look a so complicate object.. any idea how can I reduce the size?

I tried with simple object like cube or other and all work fine...


I 'don't think is computer hardware problem, my pc is an I9 , RTX3090 and 64GB ram..

thanks for helping me...


c1-a.jpg



c1-b.jpg
 
Messages
754
Country
italy
the bridge seems to be simple to me, but the fencing on the side of the bridge looks like to use lots of polys, unfortunatly you screenshot does not show how many vertex/polys/tris are there in your scene.
please enable the counters in your status bar:
polycount - Polygon and Vertices count for Blender 2.9? - Blender Stack Exchange

for a single building/airport object like yours i would stay well below 50.000 tris at max (according to msfs documentation, a huge jumbo jet tris count should be 500.000 tris max)
 
Messages
11
Country
italy
yub.. you are right... with the fence i'm around 150000....ok.. i'll try to reduce the poly of the fence...thanks a lot...
 
Messages
66
Country
unitedstates
I had the same problem with open box girders in my bridges. My solution was to learn to use trim sheets to convert a high-poly object (like a fence or girder with criss-cross struts into a PBR texture with, at a minimum, albedo and normal map. Then I make a fence section of just one plane. I then apply the albedo and normal maps via the MSFS standard materials (unwrapping and all that), set the material alpha mode to Dither and the material to double-sided for things I need to see through. That reduces a whole lot of polys to one and only one. I have used the same technique for really fancy lamp posts, girders with lots of rivet patterns and other super high poly items. I sometimes have to modify the normal map strength in the Node Editor to get a decent normal texture. You could even turn your taxiway bridge sections into one poly per section this way.
Sorry, but the process is too complicated to more than mention here. I suggest you look into Trim Sheets, Arrays in Blender and other game texturing techniques. There will be some Gimp or Krita work involved too. It was a long road from a 750 000 poly bridge to a 15 000 poly bridge, but I learned a lot.
Here are some WIP shots: In the High Bridge shot, each fence section is one poly. The lamp posts are exactly two polys each - one plane at right angles to the other. In the Queensboro Bridge shot, each box girder is exactly four polys, and the walkway fence sections are one poly each. Hope this encourages you to give it a try. You obviously have a good eye.
High Bridge WIP 4-2-21.jpgQBBridge WIP 4-2-21.jpg
 
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