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FPSC Classic Models and Media / Question about polygons

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Cornik
18
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Joined: 8th Apr 2006
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Posted: 16th Jul 2006 17:51
Hi there!
I´m working on a new game, and my friend wants to make some models for me. In his last e-mail, he asked me this:

- Can I have a maximum polygon limit?
- Does it use Triangulated Polygons or Quad Polygons?

What do I have to tell him about that? (because I have no idea)
Thanks!

The Cube is us
Butter fingers
18
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Joined: 20th Mar 2006
Location: Mecca
Posted: 16th Jul 2006 17:52
I just discovered yesterday that my exporter triangulates everything. So I don't think it matters.

and theres not a poly limit as such, but if you have LOADS, then you're gonna have the game in bullet time.

"It's often better to keep your mouth shut and let people think you're an idiot, than to open it and confirm their suspisions" - Noel Coward
Locrian
19
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Joined: 21st Nov 2005
Location: Burton Mi.
Posted: 16th Jul 2006 18:21
It dosen't matter if its quads or tri. And the biggest deal is try and keep the count low. Aiming for like 1500-2000 polys on a dynamic model like a character is what we try although you could safely go as high as 5k if the sceeen isn't loaded down with to many objects....say like an end boss you wanted more detail in. Static objects dont make a huge differance in the sceen but still it's all kinda common sence and trial and error. There are no hard stats like this engine can take 10000 polys in dynamic and 30000 static before the engine pukes.
Disturbing 13
19
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Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 16th Jul 2006 19:53
Quote: "It dosen't matter if its quads or tri."

Accually it does. Because DBP uses tris and every quad polly equals 2 tri pollys. So if you're going for performance keep that in mind.

Bloodeath 6 6 6
19
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Joined: 5th Nov 2005
Location: Sierra vista in indonesia
Posted: 16th Jul 2006 20:10
Idk...my cp+fpsc can handle about 40k static and about the same in dynamic before it starts taking those long 10 minute loading screens or before i get like 12 fps lol

http://www.shockforums.tk
Locrian
19
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Joined: 21st Nov 2005
Location: Burton Mi.
Posted: 16th Jul 2006 20:13
Disturbing 13 what was ment was it dont matter if they model in quads or tri's...cause when you export it it becomes tris anyways. Quads dont survive the process and most people model in quads. I dont care if you tell it to export something as a quad when you import it again it's tri's like it or not. I should note that this is for Max....I cant tell you other programs but I've tried to export as quads say in the .obj format( since that exporter has ticker for tris or quads) and regaurdless of whats put in...when it comes back it's tris. If his animator dosen't know enough to look at the total count of tri and thinks that 1200 faces(seen by pressing "7" in max when an obect is highlighted) is the same as 1200 tris( seen by going to more/polygon counter/"ticking" tris) they have bigger problems then me not elaborating on the exporting process.
Disturbing 13
19
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Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 16th Jul 2006 21:44
I was just stateinthat some modelers count a quad as a poly. and if someone is going for a lower polly they may be dcieved by the modeler doing this. And as a result a higher polycount than they intended wich impacts the framerate. They may think they have a 3000 poly model, but in engine it's 6000 pollys. a big difference. I only mentioned this because it was a short debate for the TGC recent modeling contest.

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