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Old 05-02-17, 19:44   #1
Pablo1989
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Joined: Sep 2012
Posts: 15
Default obj model looks like crap

Why this model in blender look fine while in xps/xnalara looks like crap?





Blender






xps/xnalara



ive download this model from here
http://www.sharecg.com/v/19515/brows...l/Basic-Hill-1
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Old 21-04-17, 00:43   #2
ankka
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i smell inverted faces normals/polygons. maybe thats why it look fine on blender.
try unchek "backface culling" and "always force" to see if its really the problem.
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Old 21-04-17, 05:44   #3
XNAaraL
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Lightbulb Limits of DrawPrimitive / VertexBuffer size - MSDN - Microsoft

Quote:
Originally Posted by ankka View Post
i smell inverted faces normals/polygons. maybe thats why it look fine on blender.
try unchek "backface culling" and "always force" to see if its really the problem.
LOL
.OBJ meshes may not have more than 32767 *vertices/faces/triangles* at the moment ...

XNA limits:

Something to keep in mind is that you have to keep track of the XNA maximum primitives count per 'mesh part' (Blender wording: 'Objects')

XNA limits primitives (vetices or faces) to 65535 per mesh part ... using the .mesh or .xps format
XNA limits primitives (vetices or faces) to 32767 per mesh part ... using the .obj format



The solution is easy:
Split the model in several parts (or try to export it from Blender as .mesh)


EDIT
Let's read Dusans statement: (.mesh format ... not .obj)
Quote:
Originally Posted by Dusan View Post
Your burnt manor works fine for me, textures are displayed correctly.

As for the weird meshes, I think there's a problem with vertex indices. In order to make XNALara runnable even on older graphics cards I had to limit the number of vertices to 65536 per mesh (encoded in 2 bytes rather than 4). The models exported by UnpackTRU can easily exceed this limit. When you import such a model to XNALara the indices are clamped to 2 bytes and the model gets messed up.

Last edited by XNAaraL; 28-04-17 at 11:36. Reason: Found a comment about this issue ... made by Dusan the XNALara creator
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