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poly count on a ship


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#1 jimiojoe

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Posted 24 March 2007 - 11:07 PM

i just wanted some opinions on whats the MAXIMUM poly count you'd use on a ship model....

because i've made a pretty good model by my standards and its came out exceptionally high....(11000 :/ - but i really like the model :p )

is 4000 roughly the maximum would you say?

will it make any difference if i just export it in different parts/subobjects and have them in different draw modules within the same object?....or will it be practically the same...

Edited by jimiojoe, 24 March 2007 - 11:10 PM.

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#2 zimoo

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Posted 24 March 2007 - 11:18 PM

It depends...on things like how unique it is etc. Most detail isn't actually noticeable ingame though, so you cou7ld probably easily trim down that count.
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#3 jimiojoe

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Posted 24 March 2007 - 11:26 PM

It depends...on things like how unique it is etc. Most detail isn't actually noticeable ingame though, so you cou7ld probably easily trim down that count.




hows 7000?
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#4 zimoo

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Posted 24 March 2007 - 11:38 PM

I think resource buildings are normally 3000+ polies, so 7000 for a ship doesn't seem too bad.
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#5 jimiojoe

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Posted 24 March 2007 - 11:40 PM

I think resource buildings are normally 3000+ polies, so 7000 for a ship doesn't seem too bad.


thankyouuu! once again zimoo saves me...:p
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#6 Lauri

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Posted 24 March 2007 - 11:41 PM

fine....

why don't you post a ss of the ship?

then we might see if there are anything that won't show up in-game :p

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#7 watsupcuz

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Posted 25 March 2007 - 01:16 AM

i think it would only be a problem if you had lots of the ships, unless its like the black pearl or something where u are only allowed one of them then it would be fine.
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#8 jimiojoe

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Posted 25 March 2007 - 12:27 PM

i think it would only be a problem if you had lots of the ships, unless its like the black pearl or something where u are only allowed one of them then it would be fine.


Thanks you guys i got it down to 6500

and yes it is a hero ship soo no worries there!

Thanks a lot :D :blush: :ninja:
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#9 cahik_

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Posted 25 March 2007 - 12:55 PM

if you look at CaH they can easily have 6000+ polys. but it is not matter just polycount another thing is binding. if you have a lof of vertexs binded to the same bone there will be no deformation on them thus it will be much easier for comp to render that. also number of subobjects is important. try to merge them as much as possible. having like 20 subobject with polycount around 400 is much more work for comp than 600 polygons on one object.

hope you see the point, it is not just about polycount. :blush:

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#10 Bart

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Posted 05 April 2007 - 09:54 AM

if you have a lof of vertexs binded to the same bone there will be no deformation on them thus it will be much easier for comp to render that.

i don't follow your logic :D the model is just made out of triangles that are connected to vertices. for the renderer there's no difference between a "deformed" triangle or a "normal" triangle, because in a point of view, you could say that all the triangles are "deformed" (they are not 1:1 renders of the texture on the screen :cool:)

hope you see the point, it is not just about polycount

but that's true :grin:
i've been told that texture size matters a lot too
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