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Dark GDK / Level of detail to make 3d models

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Scope 51791
16
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Joined: 25th Jul 2008
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Posted: 29th Jul 2008 00:26
For dark gdk, is there a certain level of detail a 3d model shouldn't pass, when I say detail, I am really talking about how many polygons a model should have to be put ingame. Or can you put a 3d model as high in detail you want aslong as you have the computer to handle it ingame.
Mahoney
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Joined: 14th Apr 2008
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Posted: 29th Jul 2008 00:59
I don't think there is a limit. But, the engine isn't designed to efficiently handle very high count models. For that, you might check out Leadwerks.

Windows Vista Home Premium Intel Pentium Dual-Core 1.6 Ghz 1GB DDR2 RAM GeForce 8600GT Twin Turbo
Morcilla
21
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Joined: 1st Dec 2002
Location: Spain
Posted: 30th Jul 2008 12:42 Edited at: 30th Jul 2008 12:47
Think in terms of the whole scene rather than in a single model, or is the model going to be alone in a blank screen?

As Mahoney says, there is no specific limit for a single model, although some 3d editors already limit mesh output to certain numbers like 65k vertex and things like that. Other than this, the videocard will mainly have the latest word about final performance.

To say some numbers, anything above 4000-5000 polygons could be too much for a main character to be rendered for a full working game. If the model is alone, it depends, but I recall having loaded models up to 20k polygons.

Well there must be a limit anyway if we look into DirectX specifications...
Mahoney
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Joined: 14th Apr 2008
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Posted: 30th Jul 2008 18:41
I doubt there is a practical limit in DX. Either way, the GDK isn't intended for massive numbers of polygons.

Windows Vista Home Premium Intel Pentium Dual-Core 1.6 Ghz 1GB DDR2 RAM GeForce 8600GT Twin Turbo
Master Xilo
18
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Joined: 8th Sep 2006
Location: Bern, Switzerland
Posted: 2nd Aug 2008 15:00
There's a limit of about 65'000 (highest value of an unsigned short) polygons per limb.

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