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3 Dimensional Chat / how many polys should i shoot for

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roving mind
16
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Joined: 29th Nov 2007
Location: Lost in La-La Land
Posted: 11th Dec 2007 17:01
How many polys should i shoot for if i want to convert this into a FPS creator model?

http://www.rovingmind.net/slide_show.html?show=R__R_Studios&picture=picture10.jpg

and to forstall the questions, yes its mine. No i dont have a launcher, but if i converted it to a game model, maybe i would make a one.
hessiess
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Joined: 30th Mar 2007
Location: pc!
Posted: 11th Dec 2007 17:37 Edited at: 11th Dec 2007 17:39
about 2-3k triangles.

wouldn't be hard to modal one of those from scratch

roving mind
16
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Posted: 11th Dec 2007 18:02
I know that one isnt hard, i did that model. I have the rocket by itself posted on turbosquid without the display base. Thank you.
5Louiz
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Joined: 15th Nov 2006
Location: Brasil
Posted: 11th Dec 2007 21:48
Depending on its size compared to a human model, you can make it with less than one thousand of triangles. I made a quick test around the idea, and I reproduced the model with two hundred eight triangles. It is not as detailed as yours, but some details can be achieved with a texture and a normal map.

The amount of polygons is not the most decisive factor of good or bad performance. Nevertheless, I recommend to keep the amount of triangles below the one thousand mark for this kind of mesh.

roving mind
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Posted: 12th Dec 2007 00:14
I'm a long ways from being able to make decent texture maps so i have to model in a bit more detail. If i cant cut a piece out of a picture my texture maps blow chunks. Under 1k shouldn't be to hard for me then.
RUCCUS
19
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Location: Canada
Posted: 12th Dec 2007 04:04
:S 2k - 3k triangles? That could easily be done in under 1000... I'd say maybe 200 - 300.

Raven
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Joined: 23rd Mar 2005
Location: Hertfordshire, England
Posted: 12th Dec 2007 17:43
Quote: ":S 2k - 3k triangles? That could easily be done in under 1000... I'd say maybe 200 - 300."


quite right, only spent polygons when necessary not just because you can.

most turbosquid high end 3d stuff irritate me because it's poor quality stuff that they just throw more polygons at when it could quite easily be sold as a nurbs or spline cage model so the end user can adapt the polycount to their own personal needs.

fbx doesn't support everything just to be cocky, it's so there is a flexible scene format that is compatible with every damn app.

textures or shader maps are a bloody good way of faking additional detail, polygons really should only be used to flesh out the main detail.. use images to provide the depth and realism.

roving mind
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Posted: 12th Dec 2007 17:55
good advice there guys, i'm learning and trying, thats why i asked the questions. If you noticed on that or my other model, i never claimed game ready. I've pretty much figured out the modeling functions, and now need to work on optimizing. I havn't used any of the normal mapping yet as i'm still working on basic UV texturing. Everything up to this point has been just using the basic materials and shaders to keep em from looking like grey blobs.
RUCCUS
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Location: Canada
Posted: 13th Dec 2007 04:22
Just because you dont plan on having a model in a game doesn't mean keeping it as low poly as you can isn't necessary. It makes uv mapping a lot easier, and it's just plane good practice to not put polygons where they're not needed. When I said 200 - 300 polygons I was being generous at that, looking at it again I'd say under 200.

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