Now, before you start ranting at me, I know how to export multiple parts.
However…how do you export this in a easier way…
Or is there just not a easier way… This is going to be torture
Now, before you start ranting at me, I know how to export multiple parts.
However…how do you export this in a easier way…
Sadly there is no easier way. If you are breaking the Tris limit you will have to break it down into parts and import them separately lol
Have you tried the decimate modifier?
That would lower his mesh’s shape and quality but I suppose if he doesn’t mind it then it’s a really good solution.
I can only say to you, that you will have to split it in parts.
I’m making cars for 3 years almost now and the big thing that’s in the way is the 10k poly limit.
NOTICE: You don’t need to export each part as a seperate OBJ, there’s a setting in export settings that makes it so that Roblox detects multiple parts and makes seperate meshparts instead of one meshpart
Export it as .fbx file, in that way it’ll be exported in roblox as multiple parts (Publish the game then import it), there’s also a chance that texture will be included to the .fbx file. After importing it, drag it all to the game and group them (ctrl + g
, it’ll grouped as a Model Type )
Would the “option” be “batch obj files?”
The car itself is 1 part. It’s just in edit mode. The car does not have multiple parts, it’s just one mesh.
When I try to put the interceptate, it lags so hard. Even though my pc is a gaming pc.
Sorry but what is interceptate? Btw, decimate modifier lower your tris count but also deforms your mesh in someway, noticeable or not.
I would recommend using either decimate modifier, or just making less detailed but more optimized mesh of the car. There’s also a way to split the cars into individual parts and importing them separately.
By the way, for cars, the best ratio for “quality to optimization” would be a tris count of between 10 000 to 25 000. This looks like a mesh with approximately a million vertices which would cause a lot of issues even on high end game engines. I think that BMW was meant for 3d rendering rather than gamedev.