Today FPS models are one material, one submesh, and less bones possible, and around 1k tris.
So, does anybody knows how to control number of exporting submeshes in 3dmax?
Even when I convert my object to editable mesh it still can be exported with several submeshes!
A mesh will always be exported to different sub meshes if it has multiple materials. If you create a single material (a single texture applied to the entire mesh) then it should be exported as a single mesh.
Is that what you're doing and it's still exporting to multiple sub meshes?
Is that what you're doing and it's still exporting to multiple sub meshes?
1.I created several teapots,boxes etc.
2. Attached them one to another (to obtain one model).
3. Converted it to editable mesh.
4. Applied material to it.
5. Exported it.
I have just found the same fu*** problem... in the xml appears that the exporter divides the cube in 6 submeshes, after creating a simple cube and putting a simple material... even without transforming it to editable mesh.
I'm also having this problem. Has anyone found a solution?
[Edit]
Ok, I found the solution. In the ogrenew/Tools/3dsmaxExport/Docs directory there's an html file (index.html) that will tell you sortof how to do it. Essentially, instead of just creating a material and dragging it onto a box, you need to create a multimaterial that only has one submaterial, and assign all the faces of the box to that submaterial.
On a similar note, I've gotten some models from TurboSquid that had multiple material IDs assigned to various faces, and this causes multiple submeshes as well.
To fix this, go to the modifier tab, select faces, select all your faces, and assign a single material ID under the Surface Properties group.