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3 Dimensional Chat / Polycounts

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M00NSHiNE
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Joined: 4th Aug 2003
Location: England, UK
Posted: 19th Aug 2003 13:20
Hi, I was wondering whats a good poly limit to stick to with 3d models?

I own DBC, but im getting Pro very soon so I suppose this is a pro question.

I want to make models that look good but dont need a super fast turbo nutter system to display them.

About 1999, a game came out called Redguard and the approximate polycounts were:
Main character:- 550 approx.(higher because he was always on camera)
Guards:- 350 approx.
Villain:- 380 approx.

Dunno if the specs help, but ive got a p3 866, radeon rv100(7000 series, 64m sdram), 256m ram.

With these specs i can run delta force-black hawk down(which uses fairly detailed models and environments) at a guess of about 20fps.
I am also limited to no more than 60fps in DBC (a tech demo of dbpro ran at 62).
"It's amazin' what you can do with a computer and access to t'internet"
Van B
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 19th Aug 2003 14:31
The frame rate in DBPro varies greatly depending on the window mode. Fullscreen exclusive usually limits the frame rate at 60, whereas I've had windowed and windowed fullscreen running at over 300fps on my PC, which is fairly similar spec to yours.

I'd say that with clean code, a nice fast collision system and no fancy shit like extra cameras or cube mapping, you could easily have 20 enemies on screen with 800 polys each. Texture maps cause as much slowdown as generous polycounts, so try and keep it all in 1 bitmap, and be conservative with unseen objects too - hide them when they're not in screen.



Van-B

My cats breath smells of cat food.
M00NSHiNE
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Joined: 4th Aug 2003
Location: England, UK
Posted: 19th Aug 2003 14:34
Thanks VanB, Ill keep it in mind when im writing my super great fast action adventure engine in the next few weeks.

Just on the subject, large animation frame amounts cost memory aswell, whats a good limit to stick to with, say, a walking animation?

Is it around 30 frames (i think i read)?

"It's amazin' what you can do with a computer and access to t'internet"
Van B
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Location: Sunnyvale
Posted: 19th Aug 2003 15:31
It depends really, because you don't get away with just a walking animation, you need idle anims, idle to walking, walking to idle - all necessary for smooth animation.

I'd usually try and keep to units of ten. Like:

1-10 Idle
11-20 Idle to walk
21-30 walking loop
31-40 walking to idle
41-50 Death anim
etc etc

I would'nt worry too much about the animation frames, just try and keep them as compact as possible.


Van-B

My cats breath smells of cat food.
Ermes
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Joined: 27th May 2003
Location: ITALIA
Posted: 19th Aug 2003 16:12
i must say i'm amazed of the competence of Van-B in 3d models, really.
There's a place where i can see you creation???(reply by mail if you want)

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Van B
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Posted: 19th Aug 2003 16:25
Hehe, look for the sexy bald woman in this forum - although she looks far better now that I've welded it all up in Max, all smoothed out.


Van-B

My cats breath smells of cat food.
actarus
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Location: 32 Light Years away
Posted: 19th Aug 2003 17:04 Edited at: 19th Aug 2003 17:35
Ermes:get some reference pictures,such as the ones on 3d.sk

Given a good amount of time,anyone can make a good realistic model...That and keeping an open mind when people will point the errors made.

About animation frames,you can go up to many hundreds if you like,but the model's filesize will dramatically increase...Sometimes to more than 100Mb,be careful and take advantage of the interpolation.

Good luck

If I've seen it all before,why's this bus taking me back again? @_@
Ermes
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Location: ITALIA
Posted: 19th Aug 2003 17:25
ah VAN-B, you mean the female with giant smooth boobs and the rest of the body with the half of the poly you use for the breast???
i've see it.

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Van B
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Location: Sunnyvale
Posted: 19th Aug 2003 17:32
Yeah, that's the best approach, never post anything that you don't want to improve - then listen to the C&C, it's far easier for other people to see the defects than the modeller.


Van-B

My cats breath smells of cat food.
Van B
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Posted: 19th Aug 2003 17:40
Hey! - everyone says that! - the boobs are 103 polys, the whole model is 1600, so breasts are 1/8th of the polycount of the model, 1/8th the polycount and about 93.242% of the attention . As I said though, the rest of the body is as smooth as the boobs now )


Van-B

My cats breath smells of cat food.
actarus
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Posted: 19th Aug 2003 17:50 Edited at: 19th Aug 2003 17:58
There's a good reason for that.

As one models/sculpts(don't you love that term ) and as the mesh takes 'life' it is much too easy for the creator to start loving what he's crafted so far knowing the all the time and polygonal subtelties he's put in the thing while from a critful,demanding programmer or producer's point of view,all that matters is the final content and it's efficiency to fill in the requested work and other improtant,logical issues in terms of realism and usefulness...So it's what's needed that matters.

Somehow though,there's this quote from Homer Simpson that creeps back 'I've come to hate my own creation,now I know how god must feel'

If I've seen it all before,why's this bus taking me back again? @_@
actarus
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Posted: 19th Aug 2003 17:57 Edited at: 19th Aug 2003 18:12
lol 1/8 is ok

My girl's got 78 triangles on each...and they got nipples also.

I'm scrapping the project,I wanna remake it to a male character so that's why I didn't post it.The face isn't that good looking and I didn't do the hands but I'm not gonna waste the data this time(500 manually made fames) I'll make an mpeg and distribute it because those're taking place and I won't batch resize them until I make it...Most surely today.

I'm pretty sure it'll be useful to many people though because it's a very generic method which is what I aimed for.

If I've seen it all before,why's this bus taking me back again? @_@
Ermes
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Location: ITALIA
Posted: 19th Aug 2003 18:33
yes yes, but why design a woman and not a cat, a dog, a fish.... (maybe 'cause cat dog and fish haven't boobs...) eh eh, i'm joking, don't be hurt!!!

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Van B
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Posted: 19th Aug 2003 18:44
Eye candy.

I know it's sexist, but men like womens bums and boobs, men like attractive women - so really, it's more natural for us to model women than anything, because they're more important to us than any number of fish .


Van-B

My cats breath smells of cat food.
Ermes
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Posted: 19th Aug 2003 18:56
it's a natural thing i think....
when i purchase my first amiga, and the workbench1.3 let you design your own cursors and icons, the first thing i draw as mouse's cursor was a nude woman... with 32x32 pixel....

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actarus
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Posted: 21st Aug 2003 16:34
Actually it's because people 'Think Big'

If I've seen it all before,why's this bus taking me back again? @_@

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