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#12 (permalink) |
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Member
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I did not make myself clear,
point is Max would probably handle the 1200 items, the're lopoly, but they tend to multiply them self as they are being attached! It's because Max thinks that new mesh just been added/created within, let say block named [TILE], after that we have 4 tiles wihin 2 blocks [TILE], after a while its raise poly numbers "through roof" When You have ten tiles, after attach its 100 single tile meshes, within 10 blocks(10 each) Thats whats kills my memory. I need to get rid of the blocks from the roof tiles, and I'm saved. How? Have no clue. They have embeded meshes, that I need, and blocks are invisible for "Convert to" tool. Tomorrow I'll find a way. Thank You Again for Eyedropper Method. |
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#13 (permalink) |
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Member
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Hello,
Ok. I have a problem here.
Thank You. |
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#14 (permalink) |
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Member
Join Date: May 2008
Location: Lithuania
Posts: 78
Name: Gintaras Jonika |
Hello,
I had this problem too... and still dont know what to do...byt i didnt used file link.. it helped a bit. i was able to attach everything to one object... 20 objects at time.. it helped.. |
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#15 (permalink) |
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Senior Member
Join Date: Jul 2007
Location: Edinburgh
Posts: 172
Name: nelson fernandes |
The way I do: let's suppose you have a chair which seat is fabric and legs are shiny metal. Select the whole chair and colapse it to one single mesh. Now go to your mesh and select the element subobject mode. Select the seat and give it a material ID, then select the legs and give them another material ID. Create a multi-subobject material with 2 sub-materials with the fabric and the shiny metal. Apply the material to the colapsed chair. Now it doesn't matter whether you have the original mesh or a vrayproxy. The material is still there. So you you create the vrayproxy and want to change the material later on, you just have to use the eyedropper to get the material and that's you. Good luck.
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