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View Full Version : What is the average number of weapon polygons in new games?


kevin1987
11-25-2003, 05:35 PM
Hey, me and some friends are working on a mod, and I was just wondering:

For new games such as Bf9142, CoD, UT2K3, etc.. How many polygons are used to make the weapons?

Also, on maya, I use the poly count HUD, and what tells me the actual number of polygons in my model? There is UV, Faces, Edges etc. I'm pretty sure Faces = Polygons, but I want to make sure. Thanks guys!

Kevin

erik2003
11-25-2003, 05:38 PM
In Maya, look for polygons. However, make sure to triangulate your model first, because otherwise Maya counts any polygon, if it is 3-, 4- or 100- sided. At least that won't give you a good count without triangulate.

E.

FatAssasin
11-25-2003, 06:02 PM
I think 1500 - 2000 is resonable. Just remember not to model detail you can create with the texture, and keep in mind how the weapon will be viewed in the game. Most weapons are seen from the back and one side, so don't put a bunch of detail in the front or the other side where the player might not ever see it.

kevin1987
11-25-2003, 06:21 PM
exactly.. I have like no details on the other side... And I want to add details in textures, but I just want to know how far I can go with the model. How do I triangulate it? I am using maya 5.0. Thanks guys

Kevin

erik2003
11-25-2003, 06:50 PM
Select your model.

In modeling, go to Polygons>Triangulate

The model is now triangulated.

(Remember to undo!)

kevin1987
11-25-2003, 07:03 PM
Okay, do I triangulate the model right before I export it into the game then?

erik2003
11-26-2003, 07:02 PM
I think the game will do that for you. Just triangulate and undo to find out how many tris you have.

If you have the 'Bonus Game Tools' plugin there is an extra hud option that will show it directly in tris without triangulating first.

Jonny Bubonic
11-26-2003, 09:07 PM
Small point about triangulating before export...you're usually better to do it yourself so that you can flip any edges that are causing shading problems, and/or deformation problems. These things mainly apply to organic models though, so you should be alright unless you've made a rounded animated gun :)

kevin1987
11-30-2003, 02:22 AM
sorry I'm such a n00b, but what is an organic model?

Jonny Bubonic
12-11-2003, 07:05 PM
I mean a model with lots of curves and rounded surfaces, like a face or body, which are usually animated. Buildings and other objects with lots of flat sufaces (like guns) are not organic. Strictly speaking, organic means living things, but a car with a lot of curved sufaces could be called "organic" as far as modeling is concerned.
Hope all that made some kind of sense :)

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