You can't exceed 65535 vertices/ faces for a .gp4 object.
To keep the UV seams and stitches when reducing poly counts on an object, check these parameters into Polygon Cruncher:
- Optimization/ Geometry: protect the edges and the corners
- Optimization/ Materials and UV's: Keep the textures box ticked and select Exclude UV's (tolerance 0)
- Advanced: Symetry XY: toerance 10 and check these other options
The other solution is to reduce a bit more unuseful objects from your car like details into the car and also carbon parts or hidden objects that you won't see in game or less than the main body.
From Zmodeler, select by materials the faces or objects that you can eventually reduce a bit more. Detach the faces from the objects, export into 3DS max. Open them into polygon cruncher reduce them. Export into obj format. Import into 3Dsimed. then, Edit/ autosmooth 45° / Purge faces- vertices- objects- materials.
Export into .mts format. Import the objects/ faces reduced into Zmodeler (mts-f1 2002 format). Save into zmodeler format and merge your z3d file with your car. ( don't forget to delete the original parts/ objects/ faces which will be replaced by the new ones). This way, you preserve the main objects and mapping from the main body and you will get secondary objects with less polygons and vertices to not reach the 65535 limits for the whole car.
I have to do this sometimes when I convert my hi-polys models from 3DS max to GP4. It is a compromise to find between reducing a little bit the main objects and the secondary objects a little bit more in order to keep the quality of the main objects but to not exceed the limits.
____________________________________________________________________________________________________________________________________________ Edited 2 time(s). Last edit at 01/01/2020 08:53PM by Excalibur.