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3 Dimensional Chat / Whats a good polly count for human figures?

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That Guy
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Posted: 6th Sep 2004 18:06
My object has over 35000 polys and loads alright into dbpro except animations (as explained in my last post).

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Van B
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Posted: 6th Sep 2004 18:27
35,000 polys is about what you want for your entire rendering pipeline! - really 1000 polys is what you should aim for. In my new game, the enemy meshes are about 700 polygons because I want about 15-20 on screen at once.

Never use programs like Poser to create character models, and never use nurbs models. The best way to make low poly characters is to start low, and a lot of modelling packages make that difficult, it's always handy to have something like Milkshape for low poly work.


Van-B


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That Guy
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Posted: 6th Sep 2004 19:05
lol wow that is a lot of polys
Thanks I might start from complete scratch or find a good poly reducer program that doesnt destroy my wonderful textures

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XGoDSouL
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Posted: 7th Sep 2004 05:29
depend what you want to do IMO...
For a game, Van B is totally right.
But if you want to make some computer-intensive demo to show-off your talents, i guess higher number of poly is acceptable (really higher)
John H
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Posted: 7th Sep 2004 05:49
Im using around 3-5k for the main player model, lower for NPCs in ED


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Indian Homie G
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Posted: 7th Sep 2004 05:56
Yeah definetly not 35,000! You want maximum 4000. Also you can increase, but you should test FPS, etc, to make sure it dont slow dont the game

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Lord Aramus
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Posted: 8th Sep 2004 10:08
Using doga, I use 30000 poly models all the time. But Its a movie animation program. Its not meant for on the fly rendering in games.

So yeah.. somewhere between 1000 and 8000 and 8000 is pushing it

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The Fallen
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Posted: 8th Sep 2004 23:48
I think that with DBP you should aim to 1200-1800 the most..


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dark coder
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Posted: 9th Sep 2004 01:01
i think thats cutting it a bit low, 3-4k for players/main characters and 2k< for npc`s, you can also add some lod system that would change the lod distances depending on polycount, that would be best graphicswise and speedwise


Lord Aramus
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Posted: 9th Sep 2004 05:02
Its pretty hard to make a realistic looking person with just 1200 polys


1800 maybe if you are good My heads usually have more polys than that :p

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Hamish McHaggis
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Posted: 9th Sep 2004 08:04
Yeah, DBPro renders lots of polys pretty well, just the texture can slow things down.

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Van B
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Posted: 9th Sep 2004 18:32
Lord Aramis,
Of course you can, I mean - what's the polycount on Warcraft3 characters? - a few hundred polies each!. The models in Q3 were <1000 polys IIRC. The trick is, and always will be to use a few polygons as humanly possible.


Van-B


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That Guy
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Posted: 9th Sep 2004 20:43
OK thanks for the help guys in Max with Optimise I can get the count down to around 4k but I have to rethink my textures.

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Hamish McHaggis
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Posted: 9th Sep 2004 20:55
Yeah, but the models in quake3 had displacement mapping. Maan, it'd be cool to have that in DBPro.

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John H
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Posted: 9th Sep 2004 20:56
The Texure should make the model


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Lord Aramus
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Posted: 10th Sep 2004 11:54
Well.. I'm not entirely sure if I would use the Warcraft Characters as a template point. I wasn't exactly impressed by the zoomed in view.

But yeah... It can be done.. just not by me

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That Guy
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Posted: 13th Sep 2004 20:03
Ok so I got my model with bones I animate and export (using Panda *.x exporter) and I can see the bones ad they move fine the object however is all over the place but moves with the bones. When I dont export animation It looks fine, what could have gone wrong? someone please help

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Toilet Freak
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Posted: 14th Sep 2004 16:32
personally, in game I thoink should be less then 5k
in movie/cinematics etc, bump up to the max yu can, GO FOR IT!!!!!!!!!, I mean wats there to lose?

Shadow Robert
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Posted: 14th Sep 2004 20:04
It complete depends on your engine and pipeline... i did write a bloody long tutorial and explaination for all of this back when this forum was first started, perhaps I should again and have it sticky-ed.

Effectively speaking you have to work around the limitations of your game.

Using a Matrix for terrain and the built-in fog you could probably get around 20x 1,200 polygon characters on-screen at once on a mid-range machine at a healthy speed.
If you decide to use Pixel Fog and add a Shader Bloom/Light Accent to the scene... this will no doubt effectively cut in half the amount of polygons you can use at the same speed.

The same is said with Dark Basic Professional that, having 20 monsters of 1,200 polygons is like having 1 with 24,000 polygons ... but this isn't true. It is actually faster to have a single model being rendered than it is to have a whole pipeline of them. As such you could probably make a boss with slightly more polygons than you could with a group of monsters.

I think i'll work on this tonite actually, come up with a guide for game media creation... this question is becomming all too frequent.


Van B
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Posted: 14th Sep 2004 20:23
Agreed.

Be sure to post it in the game design forum, it's nice and quiet in there just now and a good place for a topic like this. Perhaps a little tech demo to go with it, showing the speeds you get with different character counts would be a nice addition (I'll look into it).


Van-B


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That Guy
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Posted: 17th Sep 2004 08:33
I fixed my animation problem in DBpro.
In max 5 you export it using *.FBX (Filmbox format) and this converts biped into bones, you import the file you exported into a new max scene and export it to *.X using Panda.

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zircher
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Posted: 18th Sep 2004 00:22 Edited at: 18th Sep 2004 00:27
DoGA low poly/game making tip: A lot of times I'll export the DoGA parts to Metasequoia LE and merge meshes, delete internal/wasted polygons, re-texture meshes, and other minor touch ups before exporting to .X format. It can make a big different in quality and rendering speed.
--
TAZ

To stay on topic, I prefer about 2,000-2,500 for main characters and under a 1,000 polys for NPCs. As mentioned above, imagine that you have a polygon 'budget'. This is the maximum number of polygons you can render and still achieve game speed. Your level, your player, all the props, the NPCs, and perhaps even your user interfaces has to all fit within that polygon limit. As the game designer, you know how many objects you want. As the game modeller, you have to stay within those constraints.

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Lord Aramus
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Posted: 18th Sep 2004 05:43
also.. if you become proficient at making new doga libraries or cleaning up the old doga libraries, you can export them to metaseqoia, smooth them.. and then use the part file converter to change them right back into useable library files.

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