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UberVert count script showing slightly different numbers than unreal?

AlecMoody
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AlecMoody ngon master
Is there any way for me to dial this in to be more exact? On simple test objects the number is correct but if I load up something complicated it's usually off by ~5 verts. It isn't a big deal but it would be nice to know where the difference is coming from.

The script->
http://www.ericchadwick.com/examples/files/HaywoodTools-UberVertCount.mcr

I attaching a test object showing the discrepancy:

Replies

  • CrazyButcher
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    CrazyButcher polycounter lvl 20
    my guess is tangent-space creation can introduce additional splits. You could check if a model which has smoothing groups for each uv chart keeps the vertex count.

    other than that, it could be any custom sort of preprocessing step after asset load. Some might recalculate the normals completely with their own smoothing... can really depend I guess
  • Ace-Angel
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    Ace-Angel polycounter lvl 12
    UDK has an import tick-box for 'ignore smoothing groups' I think...do you play with that?
  • Brendan
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    Brendan polycounter lvl 8
    I found with Unity that the 'vert count' in Maya is usually way off - I figure it is/was the extra verts you get when you have UV seams and hard edges (mad unwrapping on my part).

    Maya shows these as one vertex in the poly count panel, but if you turn on show vertex normals you can see the extra ones for each hard edge. The UV seams one is harder to visualize in the viewport, but if you have a look at your uv map you should be able to tell if there's a big cut through a dense area.
  • AlecMoody
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    AlecMoody ngon master
    Ace-Angel wrote: »
    UDK has an import tick-box for 'ignore smoothing groups' I think...do you play with that?

    Wont that break the smoothing?

    CrazyButcher:
    I will do some more specific testing and post my results. I imagine this info would be useful to others on PC.
  • Ace-Angel
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    Ace-Angel polycounter lvl 12
    I think UDK import it's own smoothing group if you check that. There is this entire deal with FBX and ASE giving different...options for the smoothing and vert count, still no idea on how that works, and Epic didn't give any words of wisdom on why this happens.

    As long as you don't get the error message on importation that your mesh is unoptimized and exceeds vert count by 25%, you should fine, not that you shouldn't try and see why it's doing this, but if you're getting a slight change in vert count, it's most likely simply the engine doing it's own thing under the hood to get things working.

    And yeah, this will most definitely help people on PC.
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