We have a project where we’ve been given a .fbx file (880 mb) of a large building. The goal is to create a virtual walkthrough through through it with the oculus rift.
The model has quite a few different meshes but also many that are similar. The meshes are also sometimes made up in a, what I think for a game level, incovenient way (a wall that spans the height of multiple floors, for example, or objects made out of small building blocks). I have also spotted some clipping. We are allowed to contact the architect to request some changes to the model to make it fit better for this purpose.
We tried importing the model as a whole into the unreal engine with “combine meshes” unchecked but, after a while, windows gave a message that it was running out of memory and shortly after it shut the unreal engine down. This happened on a PC with 8 gb ram.
We have done quite a lot of investigation but we’ve reached a death end. As a last resort, we’re now considering seperating all the unique models from the building and building it from the ground up in the engine. I think this will take a lot of time. Is this a good idea? When I imported a window I got a wrapped UVs error when trying to build the lightning.
We appreciate anything that may help us get into the right direction. Thanks in advance.