Forum Moderators: TheBryster
Bryce F.A.Q (Last Updated: 2025 Jan 04 3:16 am)
-- erlik
Yeah, best to always stick with exporting as .obj, imho.
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One more thing. Unfortunately, Bryce 6 exports a booleaned mesh as a group. That is, the above cylinder has five textures. The cylinder is one mesh, while every place where it was booleaned is a separate mesh. With appropriate textures. Although it's funny that the cuts have diffusion texture, ambient texture and bump texture, while the cylinder has only diffusion and ambient. You'll need to remap the mesh in order to optimize the number of discreet meshes and textures.
-- erlik
One other question if I may? Is the resultant "collapsed" boolean mesh highly triangulated? I ask because it might be fun to import something like that into Wings to play around with. It's easier IMO to add details to a model made of quads. Either way, I look forward to experimenting with it. It might actually be easier to handle and play with the resultant mesh if it is exported at a lower mesh density.
Only triangles, although there are places where a mesh would greatly benefit from being quadrangulated. As to the density, the first one was meshed at the setting of 32, and it gave a bit less than 5000 polygons. A very similar mesh at the density of 16 gave 2800 polygons. At the density of 8, it had 1664 polygons and was no great shakes when reimported back.
-- erlik
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Iv'e heard that the new bryce maps converted boleans and the textures export. How do the textures orient when they map?
I made a mesa with the terrain editor and exported in bryce 5. The painted desert texture was lost because terrains are automatically mapped top down. When the slope is over 45 degrees you start loosing all kinds of detail.
If you boleaned a bunch of red tori on a blue cyllinder and saved the mesh would you get a red and blue striped texture?