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3 Dimensional Chat / PolyCount for Stationary Objects - Pics Included

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Unconnected
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Joined: 26th Jul 2003
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Posted: 29th Sep 2003 10:47
Ok, I have attached some models which I have made for something I am working on. Now most of my models are between 900 polys and 1600 polys at the top(the torture rack). I was wondering if this is an acceptable limit for objects which will be in an inclosed environment, which will not more, and which cannot be interacted with. I see most people character models are 800 or so which is pretty damn good for a walking talking character, and then I have a stupid desk and it is 1100 poly's.. Just wondering if I am way too high on these objects and if so how do you cut down on the polys ?
Thanks in advance




WindTech
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Posted: 29th Sep 2003 13:04
Well, the quality of your texturing jobs are certainly good enough to be able to replace the poly's a bit. As long as you dont load a room full of 80 torture racks n' what not you'll be fine

Live as if to die tomorrow...
Learn as if to live forever.
Van B
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Posted: 29th Sep 2003 16:32
Poly counts tend to shoot right up when you model curves, so unfortunately the only way to reduce polys on that desk would be to reduce the curve. That's why you tend to see a lot of right angled desks in games.

Transparent textures are a god send, if used well, they can drastically reduce polycounts. The best example there is the cuffs on the lower image. The chain links are individually modelled, and the cuffs are too - I'm guessing there's about 50 polys per link and about 80 polys per cuff, so that chain and cuff set could cost you about 1300 polys. Now, if you replaced each link with a textured plain, and replace the cuffs with a sorta short tube with the cuff textured around it - you'd cut that down to about 200 polys no problem, and it would'nt look too shabby either - a lot of modellers would just texture the whole thing onto a plain.

You seem to be quite sensible with the bottles etc, it's the little details you add that push the poly count up - avoid things like notches in wood, to cut that little wedge out, it needs to add about 14 polys - PER WEDGE! - again transparent textures can help bring detail into the model in other ways - adding a bent nail to a floorboard for 1 poly, or splinters for broken wood, just a few polys with a transparent texture does the trick without poly bloating.


Van-B

My cats breath smells of cat food.
actarus
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Posted: 29th Sep 2003 16:56
Get a good accelerator and throw as many as you like under 3-4800,you're unlikely to get a complete game out using today's technologies anyways,most companies have to keep up to date since devloping is long.

Everyobdy wants to be loved,But no one loves everybody...

HEY!!! I'm the one who had 'Cyberspace' in his location on the older black forums,shame on you Rich j/k
Unconnected
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Posted: 30th Sep 2003 02:01
wow, thanks for all the replies... Actually I was pretty good with those chain links.. They are 16 polys per link, and the cuffs,hmm are around 30 or so..
But definitely where the high poly count comes from is those damn chain links. There are about 5-6 notches total on that thing.. I got super lucky with the texutre actually on that one as it looks like there is more.. But you are pretty close to the amount of polys per notch.. Just had no real basis to compare my poly limit to. But I am definitely going to try your suggestion about the textured plain.. I didn't know that you could utilise a lot of transparency in DBP.. I am going to do that right now..

So true about the curves.. Pisses me right off I really wish that game engines would adapt square poly's instead of triangular ones as you can completely slash the poly count by 400% if you enable square polys..

Thanks again for all of your help
arras
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Posted: 30th Sep 2003 16:17
other thing which can slow you down next to the polycount is texture size. You seem to use quit high resolution textures on your objects.
actarus
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Posted: 30th Sep 2003 17:20
yes,the best low-polygon texture artists I've seen so far(and good were they) used 256x256 maps...Not a 512x512 resized once painted but actually working at this resolution at it makes awesome stuff,on a 512x512 bitmap you'll end up wasting data unless you're going for lots of details and overlaying maps.

Everyobdy wants to be loved,But no one loves everybody...

HEY!!! I'm the one who had 'Cyberspace' in his location on the older black forums,shame on you Rich j/k
Unconnected
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Posted: 1st Oct 2003 07:16
Now when you say Texture size do you mean the filesize of the textures or the dimensions of the textures?

For all of my textures I take them into ImageReady and optimize them so they are always the lowest filesize possible. They are all PNG files ranging from 11k to 170kb in size, but the average is around 60kb or so..

I am having troubles with the alpha layers though.. I can get it so that a plane looks like a chain link, however the link itself always looks a little bit transparent. Has anyone else every ran into this before?

Cheers

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