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MAYA Autodesk's Maya is one of the industries most popular applications, held under contract my many studios around the world it is used in Film, TV, Games, Advertising, Visualisation and a lot more.

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Old 09-13-2008, 11:39 AM
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Scene running very slowly...

Hello everyone!

Well here I'm again with another question! Thank god you guys have a lot of patience! ^_^

Well the problem is that I have a scene with a car (polygon):



and it's running pretty slowly ang I guess my PC still isn't so old:
Pentium Core 2 Duo 2.13 ghz
Geforce 8800 GTS 320 mb
2gb RAM dual channel mode

Even in wireframes mode the scene is not running as it should be...



I've tried to make most of pieces of the scene as instance (for example the tires) but it didn't help that much. I was wondering if maybe you know a way to make it run more smoothly? Actually the scene is in polygons and in smooth mesh preview (only preview, it's not converted). Maybe there's a conversion to some geometry that runs better?

Thanks in advance!
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Old 09-13-2008, 11:59 AM
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if you can delete all your history, save before you do just incase ok
SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE

EDIT> DELETE ALL BY TYPE>HISTORY

dont save until you have checked the scene is EXACTLY the same as before but running faster ok? then you can save or what ever you want to do.

also smooth mesh preview is hard to render so you might wanna press 1 then smooth. dont delete your history again with out removing the smooth by pressing undo or selecting the object you smoothed and change the divisions in the channel editor from 1 to 0.
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Old 09-13-2008, 02:26 PM
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Quote:
Originally Posted by tadpole3159 View Post
if you can delete all your history, save before you do just incase ok
SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE

EDIT> DELETE ALL BY TYPE>HISTORY

dont save until you have checked the scene is EXACTLY the same as before but running faster ok? then you can save or what ever you want to do.

also smooth mesh preview is hard to render so you might wanna press 1 then smooth. dont delete your history again with out removing the smooth by pressing undo or selecting the object you smoothed and change the divisions in the channel editor from 1 to 0.
Hi tadpole, I've deleted the history and used the mesh smooth instead smooth mesh preview but the scene is still running very slowly. There will be on the scene there about 10 cars, skydome, etc so I guess the only way will be to use the old wireframe mode and render some images to see the car and the ambient with textures.

It would be nice to have all the objects in scene texturized in high res (without rendering), since it will run only on maya, it's a rough race game and I have no idea how to export it as .exe or something like that...

But well I guess I'll have to leave with that! ty :-)
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Old 09-13-2008, 02:45 PM
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Having an insane amount of polygons in the wheels is not going to help. You could remove lots and lots of geometry in those and still have it looking good.

Quote:
Originally Posted by hellkt
it's a rough race game
for real? That is far too dense a mesh to be used as a game asset. Game assets even in the next-gen era usually dont use meshsmooth. Its too much of a burden to calculate for the GPU for real-time rendering. Also you would be exporting it as a .OBJ or which ever file format the game engine requires, I can pretty much garuntee it wont be an executable file though (.exe).

For a game, remove the meshsmooth, and hand place the vertextes where needed and try to get an evenly spaced set of edges. If you do that, you will get a good shape with probably half the amount of polygons you have now.

Nex-gen games I would suggest having no more than 10,000 tris per asset. And thats still a high count imo. You should be normal mapping high res--->to low res really.
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Old 09-13-2008, 02:49 PM
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Gah double post

Upload the Maya scene file, and I'll take a look and see if its running slow as hell on my machine
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Old 09-13-2008, 03:12 PM
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Originally Posted by ragupasta View Post
Having an insane amount of polygons in the wheels is not going to help. You could remove lots and lots of geometry in those and still have it looking good.



for real? That is far too dense a mesh to be used as a game asset. Game assets even in the next-gen era usually dont use meshsmooth. Its too much of a burden to calculate for the GPU for real-time rendering. Also you would be exporting it as a .OBJ or which ever file format the game engine requires, I can pretty much garuntee it wont be an executable file though (.exe).

For a game, remove the meshsmooth, and hand place the vertextes where needed and try to get an evenly spaced set of edges. If you do that, you will get a good shape with probably half the amount of polygons you have now.

Nex-gen games I would suggest having no more than 10,000 tris per asset. And thats still a high count imo. You should be normal mapping high res--->to low res really.
yeap actually for real. lol this is my first project so i didn't know that such a car would require so much from my pc!


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Gah double post

Upload the Maya scene file, and I'll take a look and see if its running slow as hell on my machine
Oh that would be nice! I'll send you a pm with the link.
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Old 09-13-2008, 04:19 PM
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Well it runs like a pain for me too. You had a massive history list which Ive deleted and it has made no difference. That is never going to run in a game. You have 125,000 polygons in the front wheels alone.

Without the smoothing the model is 37,000 polygons, thats over 3 times too much for a game engine to comfetably handle. If you are going to continue with this model, I suggest you use layers so you can hide some of the geometry to speed things up.
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Last edited by ragupasta; 09-13-2008 at 04:21 PM.
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Old 09-13-2008, 04:29 PM
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You also have too many polygons for flat faces like the doors of the car. Try removing edges so the shape is maintained, but with less polys. You could use the reduce tool (mesh > reduce), but it usually doesn't work very well.
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Old 09-13-2008, 04:51 PM
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Originally Posted by ragupasta View Post
Well it runs like a pain for me too. You had a massive history list which Ive deleted and it has made no difference. That is never going to run in a game. You have 125,000 polygons in the front wheels alone.

Without the smoothing the model is 37,000 polygons, thats over 3 times too much for a game engine to comfetably handle. If you are going to continue with this model, I suggest you use layers so you can hide some of the geometry to speed things up.
hi ragupasta, thx for taking a look at the file. well that's pretty bad since time is running out here. the project wont be exported and the game will run only in maya (with a python script). maybe later I will try something with a game engine (starting from zero...)

but about the layer: you said i should hide some of the geometry but i dunno what? can you pls show me some examples? i mean whats the best (and easiest) way to get away from this insane ammout of polygons (like you said ^^)? another problem is that without the mesh smooth it looks more like a box than a car! lol

thanks

Last edited by hellkt; 09-13-2008 at 04:59 PM.
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Old 09-13-2008, 04:54 PM
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Originally Posted by InProgress View Post
You also have too many polygons for flat faces like the doors of the car. Try removing edges so the shape is maintained, but with less polys. You could use the reduce tool (mesh > reduce), but it usually doesn't work very well.
yeap, I'm trying to use the reduce tool but I'm getting some weird results.
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