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Question by Piesk · Oct 11, 2013 at 04:00 PM · importing problems

meshes may not have more than 65535 vertices

I get this message when trying to import a model from blender into unity. it splits the mesh into 2 seperate meshes. I have a short term solution of just applying the material to both meshes created but I don't understand why it is splitting.

The model in question has 546 verts, 1088 triangles according to my graphical designer.

Any ideas?

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avatar image Bunny83 · Oct 11, 2013 at 04:06 PM 0
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If that's the real vert / triangle count then yes, that shouldn't happen. However without more information, no one can answer this question...

What does Unity report as vertex / triangle count when you select one of the meshes?

avatar image whydoidoit · Oct 11, 2013 at 04:11 PM 0
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$$anonymous$$aybe it's got some super smoothing on it that isn't what the artist is reporting from Blender?

avatar image MFen · Oct 11, 2013 at 04:50 PM 0
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Try removing the model, place a cube in its place an export, again counting verts and triangles, make sure theres no weird setting going on.

avatar image Piesk · Oct 12, 2013 at 10:22 AM 0
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apologies i was not able to get online for a while, i will go have a look now.

avatar image Piesk · Oct 12, 2013 at 10:26 AM 0
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Yeah unity is reporting it as 71k triangles. How can we avoid making this mistake in future? like how can we see true number of triangles in blender?

avatar image whydoidoit · Oct 12, 2013 at 10:38 AM 0
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I'm not sure on Blender (someone else can most likely tell you) but you can frequently get many more tris by smoothing the base surface. Also you sometimes get double due to modelling packages using Quads.

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