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3 Dimensional Chat / Whats a good amount of Poly's for a model...

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Carlitos
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Posted: 30th Jul 2003 21:06
...if im using about 50-100 'humanoid' shaped characters at once. I know that I could hide models not used, but it may come to a point that more than 30 will be needed. I currently have models that are about 750 polies. Is that to much in the case of using 50-100 of them??

--carlitos
MikeS
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Posted: 30th Jul 2003 21:44
I'd say to go between 25-50, but it really depends what the models are doing. Like if they're all running, then you may experience a huge slow down.

Also, are you using dbp, or db. It really makes a huge difference.



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Carlitos
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Posted: 31st Jul 2003 01:20
im using dbp
Arrow
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Posted: 31st Jul 2003 02:52
750 sounds ok, it really depends on your graphics card. You should test out what your system can handle. Make a simple program that creates a rotating cube and adds another on with the press of a button. Keep an eye on the frame rate and how many cubes are on screen at once.

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Carlitos
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Posted: 31st Jul 2003 04:27
Smart Idea, thanx

--carlitos
Toilet Freak
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Posted: 31st Jul 2003 08:26
reduce only if you you have to...

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AlecM
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Posted: 31st Jul 2003 10:10
"reduce only if you have to..."

If you plan on releasing a game for others to play than that menality is not productive. Figure out what the lowest system specs you want to be able to run your game on are and test it on that machine.

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Toilet Freak
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Posted: 31st Jul 2003 10:16
don't get it(sorry it's just me)
anyway 750 polys is good for humans

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Carlitos
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Posted: 31st Jul 2003 15:46
cool
8truths
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Posted: 1st Aug 2003 01:58
It depends greatly on what the models are doing and how many others are in the scene.

The maximum poly count is more important.

That is going to vary greatly depending on the end user's processor and gfx card.

My base for any program is 300 MHz and 8 Mb VRAM.

I have a really crappy SiS on an old Celeron machine, and it serves the purpose of define the lowest possible machine.

You don't get a lot of polys with THAT!

Also, it depends on how tight the code is.

There are a few major algorithms that need a couple for-next loops to run, and if you run them on DBC, you're dead at just a couple hundred polys.

Try writing a 3-D math prog with DB some time.

Once you get up to do a 3-D model of an y=x^4 + x^3 . . . you will have a brain aneurysm at how slow it all runs. And none of this has anything to do with 3-d, since you don't want to sync any of that to screen until the end.

God forbid you need something that moves models and runs that type of math at the same time!

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Dark_ITheI _Angel
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Posted: 1st Aug 2003 08:41
There isnt a good or a bad amount of polygones.

50000 polygones would be the best for a film but not for a game and vice-versa.

Nobody can tell you what the best amount is, YOU and only YOU can know whats best for your game and what you need.

If it is the main character, i wouuld give him 2000 in order to make him nice details, but for klowns,normally you give less.

No Offense, But this is BASIC knowledge.

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actarus
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Posted: 1st Aug 2003 16:30
-50000 polygones would be the best for a film but not for a game and vice-versa

Are you French Sir Crowley...?

Basic knowledge of S-D.S modeling I have would be that 50000 polygon is a waste of both time and data.

It doesn't matter if it's for film production or games...You will have to make the models as light as they can be and that's where knowing how your smoothing (for SDS)algorithm reacts is crucial.

Same goes for realtime and AFAIK,edgeloops is what will get you there under 2000 poylgons.

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Bangla
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Posted: 1st Aug 2003 17:15
I'd say you could go down to as low as 400 polys. I belive the Sims has that amount of polys or something close, but there are only a dozen or so at the screen at one time.

Think, as you planned to do, if you did fifth to a hundred Sims-modells on the screen at the same time. They wouldn't fit the screen. And if you shrunk them down in size to make room for everyone the poly-detail on the models would be lost, maybe 200-300 polys even.

For so many a model as 50-100 on the screen at the same time, maybe think age of empire or rise of nations. When that small in size, I belive a higher poly-count won't matter since you can't spot the difference.

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Chenak
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Posted: 1st Aug 2003 21:36 Edited at: 1st Aug 2003 21:37
you could put in an LOD system so if your close to a person, the polycount would be high (2500-3000) if you are at a medium distance from the model the polycount should be around 750 and if you are far away from them make the polycount about 100 to 400.

if you put in 50-100 animated models with 750 polies each then im afraid it will kill your framerate.

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