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added 1767 characters in body
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pmw1234
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The file has multiple objects in it. The car body, tires, bolts, rondel, and more. What is good here is that all the different parts are broken down so they can be extracted and used, edited, split and combined with other models. The downside is that there are a lot of duplicate vertices. In this case there are a whole lot of duplicates.

This is a common practice. Many file formats don't have an easy way to define a large number of vertices then define index sets that refer into them while still keeping all the parts separate.

When we load them into the GPU it is much better to optimize the models in some way, removing duplicates is a good first step. (there are programs that are devoted solely to optimizing a mesh)

Here is a list of the objects: (this file also has a lot of duplicate objects in it)


carShell 99488 faces
plate 132 face
carShell_001 512 faces
RondelBack 4640 faces
RondelFront 4640 faces
taillight 6270 faces
MStreak 1536 faces
Window 2016 faces
exhaust 1270 faces
rearDiffuser 2496 faces
lightsLid 1792 faces
Platform 232 faces
lightsGlass 472 faces
LowerIntake 10022 faces
lightsOutline 832 faces
lowerIntake 1408 faces
kidneyBars 3264 faces
kigneyChrome 720 faces
Interior 14604 faces
trimming 2080 faces
lightsAngelEyes 3072 faces
lightsReflector 20480 faces
lightsInterior2 2544 faces
lightsBulb 416 faces
lightSeperator 864 faces
lightsInterior 816 faces
SideMirror 128 faces
CenterConsole 658 faces
Inside_Window_Trim 512 faces
carRigOutline 0 faces
carRigArrow 0 faces
Brake3_Cube_Dupli_ 108 faces
Tire1_TireRim_Dupli_3 13600 faces
Tire3_TireBolts_Dupli_ 4480 faces
Tire3_TireRoundel_Dupli_2 4640 faces
Tire3_TireRubber_Dupli_1 17384 faces
Brake4_brakeAssembly_Dupli_1 350 faces
Brake3_Cube_Dupli_001 108 faces
Brake4_brakeAssembly_Dupli_002 350 faces
Tire1_TireRim_Dupli_004 13600 faces
Tire3_TireBolts_Dupli_001 4480 faces
Tire3_TireRoundel_Dupli_003 4640 faces
Tire3_TireRubber_Dupli_002 17384 faces
Tire3_TireRubber_Dupli_003 17384 faces
Brake4_brakeAssembly_Dupli_003 350 faces
Tire1_TireRim_Dupli_005 13600 faces
Tire3_TireBolts_Dupli_002 4480 faces
Tire3_TireRoundel_Dupli_004 4640 faces
Brake3_Cube_Dupli_002 108 faces
Tire3_TireRubber_Dupli_004 17384 faces
Tire1_TireRim_Dupli_006 13600 faces
Tire3_TireBolts_Dupli_003 4480 faces
Tire3_TireRoundel_Dupli_005 4640 faces
Brake4_brakeAssembly_Dupli_004 350 faces
Brake3_Cube_Dupli_003 108 faces
carShell001 34548 faces

The file has multiple objects in it. The car body, tires, bolts, rondel, and more. What is good here is that all the different parts are broken down so they can be extracted and used, edited, split and combined with other models. The downside is that there are a lot of duplicate vertices. In this case there are a whole lot of duplicates.

This is a common practice. Many file formats don't have an easy way to define a large number of vertices then define index sets that refer into them while still keeping all the parts separate.

When we load them into the GPU it is much better to optimize the models in some way, removing duplicates is a good first step. (there are programs that are devoted solely to optimizing a mesh)

The file has multiple objects in it. The car body, tires, bolts, rondel, and more. What is good here is that all the different parts are broken down so they can be extracted and used, edited, split and combined with other models. The downside is that there are a lot of duplicate vertices. In this case there are a whole lot of duplicates.

This is a common practice. Many file formats don't have an easy way to define a large number of vertices then define index sets that refer into them while still keeping all the parts separate.

When we load them into the GPU it is much better to optimize the models in some way, removing duplicates is a good first step. (there are programs that are devoted solely to optimizing a mesh)

Here is a list of the objects: (this file also has a lot of duplicate objects in it)


carShell 99488 faces
plate 132 face
carShell_001 512 faces
RondelBack 4640 faces
RondelFront 4640 faces
taillight 6270 faces
MStreak 1536 faces
Window 2016 faces
exhaust 1270 faces
rearDiffuser 2496 faces
lightsLid 1792 faces
Platform 232 faces
lightsGlass 472 faces
LowerIntake 10022 faces
lightsOutline 832 faces
lowerIntake 1408 faces
kidneyBars 3264 faces
kigneyChrome 720 faces
Interior 14604 faces
trimming 2080 faces
lightsAngelEyes 3072 faces
lightsReflector 20480 faces
lightsInterior2 2544 faces
lightsBulb 416 faces
lightSeperator 864 faces
lightsInterior 816 faces
SideMirror 128 faces
CenterConsole 658 faces
Inside_Window_Trim 512 faces
carRigOutline 0 faces
carRigArrow 0 faces
Brake3_Cube_Dupli_ 108 faces
Tire1_TireRim_Dupli_3 13600 faces
Tire3_TireBolts_Dupli_ 4480 faces
Tire3_TireRoundel_Dupli_2 4640 faces
Tire3_TireRubber_Dupli_1 17384 faces
Brake4_brakeAssembly_Dupli_1 350 faces
Brake3_Cube_Dupli_001 108 faces
Brake4_brakeAssembly_Dupli_002 350 faces
Tire1_TireRim_Dupli_004 13600 faces
Tire3_TireBolts_Dupli_001 4480 faces
Tire3_TireRoundel_Dupli_003 4640 faces
Tire3_TireRubber_Dupli_002 17384 faces
Tire3_TireRubber_Dupli_003 17384 faces
Brake4_brakeAssembly_Dupli_003 350 faces
Tire1_TireRim_Dupli_005 13600 faces
Tire3_TireBolts_Dupli_002 4480 faces
Tire3_TireRoundel_Dupli_004 4640 faces
Brake3_Cube_Dupli_002 108 faces
Tire3_TireRubber_Dupli_004 17384 faces
Tire1_TireRim_Dupli_006 13600 faces
Tire3_TireBolts_Dupli_003 4480 faces
Tire3_TireRoundel_Dupli_005 4640 faces
Brake4_brakeAssembly_Dupli_004 350 faces
Brake3_Cube_Dupli_003 108 faces
carShell001 34548 faces
Source Link
pmw1234
  • 3.5k
  • 1
  • 8
  • 17

The file has multiple objects in it. The car body, tires, bolts, rondel, and more. What is good here is that all the different parts are broken down so they can be extracted and used, edited, split and combined with other models. The downside is that there are a lot of duplicate vertices. In this case there are a whole lot of duplicates.

This is a common practice. Many file formats don't have an easy way to define a large number of vertices then define index sets that refer into them while still keeping all the parts separate.

When we load them into the GPU it is much better to optimize the models in some way, removing duplicates is a good first step. (there are programs that are devoted solely to optimizing a mesh)