Reducing the number of normals in a mesh/poly object

Anonymous

Reducing the number of normals in a mesh/poly object

Anonymous
Not applicable

Hello,

 

I'm still a beginner at this, but right now I'm using 3DS Max to edit a Mesh. However whenever I export the Mesh, it always adds more normals than when the mesh began with. So my question is, Is there a way to reduce the number of normals within the mesh without sacrificing vertices or polygon faces? Because whenever I export the mesh, the number of vertices and polygons remain the same as it was imported, but when it is exported the number of normals changes. And when the number of normals changes, the mesh won't work as it is outside the bounds of the program I wished to use it for. Please help, because I put way too many hours into this to give it up because it is off by just TWO normals.

 

 

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Alfred.DeFlaminis
Alumni
Alumni

Hello @Anonymous,

 

I have a few questions for you that may help me resolve your issue.  If you don't mind taking the time, they can help me come to a conclusion for you a bit faster, and thank you. 

 

1) Is it possible to attach/send the file, or part of it?  This will help me to understand your issue a bit more clearly and see if you have things like unwelded verts or something which may be the reason for seemingly extra normals.

 

2) Which format are you exporting?  Are there any options there about normal handling?

 

3) Which program are you exporting to?

 

Keep in mind that if you heavily edited the model to add more detail, this is the reason for the increase in your normal count.  However if you are just 2 normals shy, your quickest and easiest fix would be to somehow reduce the polygons on the model by 2 faces.  Don't worry, you and I will figure this one out!  Please keep me posted.

 

Best Regards,

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lightcube
Advisor
Advisor
Accepted solution

That can be something that you cannot get around. I've been puzzled at times over the years when one format seems to have more vertices than in Max, but it really just comes down to how the information is stored and indexed. The format you are using may simply define a vertex by all unique position, UV, Normal and skin weights. This can cause a single vertex inside Max to convert to an arbitrary number of vertices in the target application. If that is the case, there is not much you ca do except reduce the total number of vertices used or merge the extra channels in each vertex (like welding UV vertices, welding normal, reduce the number of bones per vertex in skin, etc).

 

As a hint, the vertices shared between two faces will turn into twice as many vertices if those faces don't share the same smoothing group.



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