Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / Poly limit for main character

Author
Message
koolaid 2764
21
Years of Service
User Offline
Joined: 30th Sep 2003
Location: Atlanta, Georgia
Posted: 29th Sep 2005 21:49
Hi,im trying to find out whats a reasonable poly limit for a main character model in DBpro's engine. Thanks for your comments.

3.2ghz Pen4, 512mb ram, Geforce fx 256mb:only the beginning
Jonny Ree
19
Years of Service
User Offline
Joined: 5th Dec 2004
Location: Where your breath frezes in the summer
Posted: 29th Sep 2005 22:02
it depends a lot on the game you're making, and who you think should be playing. I've heard that the DBpro engine is capable of handling quite a few triangles, so no worries. So what you need to think about is how many polygons will be on the screen at the same time.
If you need a pointer though, lets say no more than 3000 just to keep you safe. Thats for the main character.


Heckno
20
Years of Service
User Offline
Joined: 8th Sep 2004
Location: Palm Coast, FL
Posted: 29th Sep 2005 22:11 Edited at: 29th Sep 2005 22:15
2,000 is the benchmark I am using for my own personal rpgs...

earlier this year when I first started modeling I felt as if I needed to build every minute detail and my work was coming in around 4K and higher. These models were boggy my frame rates down once everything was put together, character, landscape, buildings, npcs, etc...

After googling some tuts and seeing works by people like Jonny Ree I realized that less was more on the model side while texturing became more important and to paint the detail was a more effective way of reducing frame rate drops...

attached is a picture of some of Mr. Ree's recent work, the model itself is said to be under 750 triangles which is significantly less than my benchmark.... Just think how good and smooth a game would be with models of this quality...

Jonny you know I am a fan, sorry for posting this pic without your permission but it's a perfect example of how quality texturing can far surpass the need to pump out models with excessive poly counts..

Attachments

Login to view attachments
Megaton Cat
21
Years of Service
User Offline
Joined: 24th Aug 2003
Location: Toronto, Canada
Posted: 29th Sep 2005 22:30
It's all in the texturing...


The future is here, and I can't afford it.
Jonny Ree
19
Years of Service
User Offline
Joined: 5th Dec 2004
Location: Where your breath frezes in the summer
Posted: 29th Sep 2005 22:46
Quote: "Jonny you know I am a fan, sorry for posting this pic without your permission but it's a perfect example of how quality texturing can far surpass the need to pump out models with excessive poly counts.. "


No worries, I'm honored


koolaid 2764
21
Years of Service
User Offline
Joined: 30th Sep 2003
Location: Atlanta, Georgia
Posted: 30th Sep 2005 07:58
Thanks guys for the very helpful feedback.

3.2ghz Pen4, 512mb ram, Geforce fx 256mb:only the beginning

Login to post a reply

Server time is: 2024-11-27 15:46:58
Your offset time is: 2024-11-27 15:46:58