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Mdl won't export, help?

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us-newyork
Hi, everyone, been working on my A300 in 3dsmax 2022 but now the aircraft has 3 million polys, but when i try to reduce it to less than that, the plane gets holes in the wings and flight deck and its gauges. how do i fix this? mdl exports as 0kb with errors (even if I try to assemble the model in Modelconverterx), here are photos of the aircraft before and after. should I LOD it in MCX? this is the aircraft at a bit over 3 million polys before i use the pro-optimizer modifier on there :

1740640840467.png


After:

1740640854700.png



1740640864672.png


Your help is appreciated!
 
Hi,

I don't know how you made your model in 3DS Max of course, but would it not be easiest to tune some parameters of your geometry there? Use less vertices in a cylinder and those kind of things?

I think a complex addon for FS normally has a few hundred thousand triangles. Which version of FS are you targeting? Having over 3 million is really a lot.

Do you know if there are certain parts that have most triangles or are all parts heavy on the triangles?
 
this is the aircraft at a bit over 3 million polys before i use the pro-optimizer modifier on there :

Pro Optimizer is not a reduction algorithm. In fact it quite often adds polygons by triangulating all geometry. The "optimization," is perfect geometry and not "perfect curves with minimal geometry." 3ds Max has tools that control polygon density but they are not simple modifiers. You'd have to go into edge edit mode at the poly or mesh editing level and work with individual poly edges or groups of them to add or remove.

A very quick and dirty way to edit model geometry density using only stack modifiers would be to deploy Reptology, it has a variable density output algorithm that adheres very closely to the total polygon count you set in the slider. You can define culling parameters and everything is completely reversible, I warn you that it will look like a spider built your model after, this is where you want to be very precise and very symmetric with your geometry, because when Retopology remeshes it, it will pick up and highlight every irregularity - and the process destroys texture mapping, of course.

A typical way to maximize the potential of Reptology is to take a 50k polygon model, first Pro Optimize, then Quadify and do not be afraid to make the quads as small as your system will handle, then over into TurboSmooth and again, maybe a million polys? I don't know how powerful your system, but whatever polygons you add to make a curve curvier, Retopology will strip in perfect mathematical precision, if by precision you do not mind reptile scales instead of neatly stacked squares and done right, your 50k mesh will look almost identical at or around 5k polys.

For 2022 you'll have to download Retopology Tools and without that process, the next most efficient decimator is the LOD tool in MCX, I'd guess you could lose 10 to 20% of your polygons before the holes become distracting and MCX preserves texture coordinates.


gif_retopo_treestump_preprocess_v1.gif
 
Hi,

I don't know how you made your model in 3DS Max of course, but would it not be easiest to tune some parameters of your geometry there? Use less vertices in a cylinder and those kind of things?

I think a complex addon for FS normally has a few hundred thousand triangles. Which version of FS are you targeting? Having over 3 million is really a lot.

Do you know if there are certain parts that have most triangles or are all parts heavy on the triangles?



I get what you're saying.

P3Dv5 & I am suspecting that the landing gear , engines & the cabin seats have the most triangles. The flight deck could be a culprit seat wise but I'm not sure. Wings have not that many triangles . The cabin seats have a few thousand triangles each
 
Pro Optimizer is not a reduction algorithm. In fact it quite often adds polygons by triangulating all geometry. The "optimization," is perfect geometry and not "perfect curves with minimal geometry." 3ds Max has tools that control polygon density but they are not simple modifiers. You'd have to go into edge edit mode at the poly or mesh editing level and work with individual poly edges or groups of them to add or remove.

A very quick and dirty way to edit model geometry density using only stack modifiers would be to deploy Reptology, it has a variable density output algorithm that adheres very closely to the total polygon count you set in the slider. You can define culling parameters and everything is completely reversible, I warn you that it will look like a spider built your model after, this is where you want to be very precise and very symmetric with your geometry, because when Retopology remeshes it, it will pick up and highlight every irregularity - and the process destroys texture mapping, of course.

A typical way to maximize the potential of Reptology is to take a 50k polygon model, first Pro Optimize, then Quadify and do not be afraid to make the quads as small as your system will handle, then over into TurboSmooth and again, maybe a million polys? I don't know how powerful your system, but whatever polygons you add to make a curve curvier, Retopology will strip in perfect mathematical precision, if by precision you do not mind reptile scales instead of neatly stacked squares and done right, your 50k mesh will look almost identical at or around 5k polys.

For 2022 you'll have to download Retopology Tools and without that process, the next most efficient decimator is the LOD tool in MCX, I'd guess you could lose 10 to 20% of your polygons before the holes become distracting and MCX preserves texture coordinates.


gif_retopo_treestump_preprocess_v1.gif
factual. I will try this method but be very very careful. Pro Optimizer has made my model as if if were built by a spider at lower polys
 
Yes, I accidentally call it Reptology because of the reptile squares and because I'm dyslexic, but you can back and forth through the processes and stack modifiers using undo and redo, which makes it really easy to try alternative techniques like adding more or less density at the TurboSmooth phase.

Also, MSFS 2024 has a recommended max poly count of 1.5 million and the render is very flattering, with a fairly straightforward path exporting straight from 3ds Max into the sim.
 
Yes, I accidentally call it Reptology because of the reptile squares and because I'm dyslexic, but you can back and forth through the processes and stack modifiers using undo and redo, which makes it really easy to try alternative techniques like adding more or less density at the TurboSmooth phase.

Also, MSFS 2024 has a recommended max poly count of 1.5 million and the render is very flattering, with a fairly straightforward path exporting straight from 3ds Max into the sim.

Yes!
No problem. I will look into MSFS as my backup option if all else fails, exporting from 3DS MAX to Sim straightforward
 
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