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[Solved] Unity has 1062 vertices and over 5000 triangles when 3dsMax only shows 959 vertices.

Discussion in 'Physics' started by YoungXi, May 20, 2017.

  1. YoungXi

    YoungXi

    Joined:
    Jun 5, 2013
    Posts:
    63
    I've done some searching, and found this:
    http://answers.unity3d.com/questions/8969/why-is-there-such-a-huge-disparity-in-polycount-be.html
    I'm doing a cloth simulation, and this bothers me.
    I have duplicated vertices and indices, which leads to Contraints failure. There are no constraint for my cloth where the seam happens!
    Original Model in 3dsMax. QQ图片20170520164840.png
    Here I just simply log the vertexCount and triangles.Length. QQ截图20170520164931.png
    And this is what I got in Unity:
    QQ截图20170520165024.png

    Is there a way to avoid the seams, and get the non-duplicated triangles?
     
  2. YoungXi

    YoungXi

    Joined:
    Jun 5, 2013
    Posts:
    63
    Has any one ever come across with this problem?
     
  3. YoungXi

    YoungXi

    Joined:
    Jun 5, 2013
    Posts:
    63
    [Solved]: I have solved this by looping through vertices and find a duplication at certain position, and map the new index to the existing one. This problem is caused by different uv property at the same vertex.