View Full Version : What is the average number of weapon polygons in new games?
11-25-2003, 04:35 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!
11-25-2003, 04:38 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.
11-25-2003, 05:02 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.
11-25-2003, 05:21 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
11-25-2003, 05:50 PM
Select your model.
In modeling, go to Polygons>Triangulate
The model is now triangulated.
(Remember to undo!)
11-25-2003, 06:03 PM
Okay, do I triangulate the model right before I export it into the game then?
11-26-2003, 06:02 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.
11-26-2003, 08:07 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 :)
11-30-2003, 01:22 AM
sorry I'm such a n00b, but what is an organic model?
12-11-2003, 06:05 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 :)
01-16-2006, 06:00 PM
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