Okay,
then the last part of load,
the topic and.
Most of the times in.
Zoom out.
I change this to wireframe
and zoom out in the way.
That this table or this tree.
they're not really important.
I mean, they're materials.
And they're materials.
They're not even visible in this distance
because of this
here in Lod.
The materials can have
some separated settings to
have some,
more simple materials in,
more distances.
And, as you know, more reflection and complicated materials
in materials can take more time for process and make it
heavy.
Now here in custom save and in load
three. Now.
Here.
Wireframe okay. 012.
And three, which is far away.
So here load three.
We have item which is section.
When you click you can see all of the materials here.
You can, isolate
the materials here or you can select
some light materials.
For example,
in load three I want to have all the materials.
The same with this one.
For example I change
all of them to seven.
We need to control them one by one.
This one as well.
This one.
Okay.
Now all of the materials
are the same. See?
After three,
all of them will be with the simple material.
Okay.
Here.
Zoom out.
When we zoom out after loading three,
we have the same material for the whole model.
Zoom out.
See? Zoom in.
See it?
Change.
So we can have these.
This control,
in materials for load.
Another thing for,
Some people
which work with Revit, it can be interesting for them.
I open this sample file in Revit
when you want to have export in Revit.
Because sometimes you need it to have space to open it in
some softwares like 3D Max and have some special words.
Here I select all the elements with click and drag
and here area
and other items.
Okay, that it.
This one fine.
Then here
export x.
Then use load easier
when you selected you can
have the subjects with more faces or less faces.
With this item you can control the number of faces in export.
Here I save them
in the folder of load.
I create a folder.
I name it already.
L od then open it
and the first one?
I name it un.
Select this item.
Export
the second one right here.
Export.
Same name without selecting.
And here off export.
After that, here in 3D Max and
I import this file.
Each one separately should be imported.
First one UN.
Open it.
Okay.
Like this.
Okay. Here
I press seven for the whole project.
We have 404,261
polys and 214,675 vertexes.
Here, I take a shot snipping tools of the window.
And a screenshot.
Just to know the number of
this values here.
Okay, here is the photo.
And again I import it.
Now off.
Okay.
This one okay.
Now here.
Now we don't have the reference for it.
And the reason is that
all of the elements are flat geometries.
So to be able to understand
it better I can use another file.
For example, this one.
In this way, the 3D
view duplicate.
And one of these doors.
For example, this one
I filter it or isolated.
Now here we, we urge us to find
okay, now
here export.
It can be on. Yes.
And again
export speaks us
without selecting save.
Now let's check it.
Now we can see the difference.
First one off.
Okay.
Delete this one.
And press seven
okay.
A screenshot
and these are the numbers.
Reset it here.
It was off this time.
Import.
okay.
And delete this one.
Press seven.
Look at here.
Compare these numbers
and you can see 4000 for polys
3180 for
and the vertexes as well.
So according to what you need,
even in exporting specs
you can have less number of polygons for exporting.
And it can be helpful to optimize your model for the next software.
You need to be careful this number of polygons
should not affect on the quality and appearance of your model.
And that's it.
Load in unreal Software.