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mppd

3D modeling shadow spikes in-game

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I know several ways that these can show up - complex parts which turn in on themselves, and open parts allowing a view "inside" to a mapped surface interior.

 

But, my question is - can these also be caused by too many parts collapsed into one complex object? Would these be less likely to appear if parts of a structure were simply linked to a major part rather than collapsed into one?

 

Thanks,

  Mike D.

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I have found that 4500 polys is the maximum any one object can be before shadow problems rear their ugly heads.

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that's also close to the limit beyond which you'll get CTDs on LOD export in max

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Thanks folks. I actually found my problem - leftover flat triangular polygons. Need better housekeeping.

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