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3 Dimensional Chat / 9522 polies to many?

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Delta_Force
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Posted: 26th Nov 2010 03:01
Is 9522 polys to much for a average/decently good computer to handle?
General Jackson
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Posted: 26th Nov 2010 03:14
Depends.
What is the model?

Eminent
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Posted: 26th Nov 2010 03:16
If it is a box that is insanely smoothed then don't use it . If it is the only character that is that high-poly, go for it.


Delta_Force
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Posted: 26th Nov 2010 03:27
Thanks for the feed back. No it is a glock that I modeled. I was thinking that I might make a script that in short means ONLY the main charicter with have the high polied gun. Maybe have the enemies use a low poly version and when killed drop the high pollied one so everything is not clutterd. Attached is a picture of my glock with a laser sight.

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Eminent
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Posted: 26th Nov 2010 04:00
0.o. And I thought my Deagle was pushing the limits. You should make a low poly and bake it on.


Delta_Force
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Posted: 26th Nov 2010 04:05
So your saying I shouldnt use this model?
Link102
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Posted: 26th Nov 2010 04:32
he said you should modify it.

Delta_Force
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Posted: 26th Nov 2010 05:04
Ok thanks
What about 5200 polys?
wind27382
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Posted: 26th Nov 2010 05:37
its hard to tell without lookign at wireframes but i think you can get rid of some of the polys and no one will notice the differance

wind
Azunaki
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Posted: 26th Nov 2010 09:57
the thing with guns. and a lot of things. is that they can get so technical and there are so many details. that if you want to make a game model that has a good poly count then you have to use normal maps and things like that or accept that the smaller details won't fit. when modeling you basically have to set the limit off the get go and model it to fit into that area. that way you wont have to work as hard later on fixing it into those areas.

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Dia
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Posted: 26th Nov 2010 09:58
unless the glock is intended to take up over half the screen then definately way too many polies.

If it is intended as an FPS weapon then I would say 1000-1500 polies is more than adequate, and if it is for something like an rts then maybe 20-40 polies is adequate

This is not the Sig you are looking for....
Quik
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Posted: 26th Nov 2010 11:10
i think you can go up to 100 polies for an up-to-date RTS Dia, 100 for the weapon, maybe 50 and 100 for the characters.


[Q]uik, Quiker than most
Van B
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Posted: 26th Nov 2010 11:26
Far too many polygons, for anything!. I think it's all in the way you've modelled the weapons, because really you should get great results with just 1500 polygons or even less. You have to do things like limit the number of sides on a cylinder, and even use intersecting geometry when you can - a safety switch for example should be a seperate bit of mesh, if it get's merged with the gun then that pushes the polycount right up. Most people would make a 10k poly handgun as a base for the normal map on a 1000 poly handgun, and that's for a first person view. The dropped version should be minimalist, like less than 300 polygons.

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Dia
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Posted: 26th Nov 2010 13:29
quik, I reckon 100-150 is ok for a rifle or machinegun or something, (and for comparison, the rifle carried by the marines in SCII is only 80 polies, and the marine mesh is 992!)

But for a pistol? In the scale of most rts games (unless you intend to zoom right in) a pistol would be so small that any more than 20-40 would probably be wasted

This is not the Sig you are looking for....
Quik
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Posted: 26th Nov 2010 16:42
might be true, but i was merely pointing out what an RTS would allow, and it also depends, will they even wear rifles? if not, why not pump more polies to the pistols?


and what Van B said, this baby here: http://www.moddb.com/members/quik1/images/benelli-m3-super-90#imagebox is 1254 polys, in quads, and i could probably reduce it further.


[Q]uik, Quiker than most
henry ham
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Posted: 26th Nov 2010 16:52
i think you have gone ott on the poly count mate .not sure what engine you made it for but for fpsc its far to high,you should aim to have no more than about 4000 poly with hands in fpsc .

heres a model of a pistol i made it has a poly count of 1212



hope this helps

cheers henry

skaterdude
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Posted: 28th Nov 2010 04:52 Edited at: 28th Nov 2010 04:52
Hey, Delta.

I'll just give you a little C&C, if you don't mind.

Now, I just started learning how to model guns for actual use about 2 weeks ago, so I'm pretty much a novice, but I know that pistols anywhere above 2,000 polies is far too unoptimized. This one I've started on here is about 780 polies:



If you really want me to be honest, your pistol looks a tad blocky around the grip area, and you're barrel is has way too many polies. If you really think about it, the barrel won't be seen hardly at all, and it will be the farthest away from the camera. The grip just takes inspiration, because I was told the same thing on my first gun, and I found a solution with Blender's techniques.

Also, I can't tell without a wireframe, but if you modelled the barrel and breach fully, or any other internal parts, they're not necessary. When a gun is shot in real life, the slide moves extremely fast, so the eye barely catches its motion. You could make the animation faster, and have a very basic internal mechanism.

If you ever need any advice or help, I will be more than willing to help you.

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