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TheWriter
08-11-2003, 07:33 AM
Hello. First time I've been to this section of the board, and thought i'd just say, some of the stuff I see here is kick ass. Especialy the cars. Perhaps I am biased on that as I have recently started to model low poly vehicles as well. I'll be sure to hang around here lots now.

BTW, perhaps it's my newbieness, but arent a lot of the poly counts here (especialy the cars I see), a bit high? If you have a 3d shooter and your walkin down a street with cars driving by, what would you expect should be the poly count to keep frame rates high on average?

Supervlieg
08-11-2003, 09:09 AM
I'd say about 1000-2000 poly's max. But that really depends on the detail on the rest of the level

spudmonkey
08-12-2003, 12:52 PM
It really depends on what the model is going to be used for. If it's a main model for a racing game then the higher poly count is vital. If you only have a low number of cars on the screen at a time and not much else then it's cool. If it was an FPS then the model would be much lower detail, relying on textures to pick out the details instead of having them modelled.

When you create a model it's important to work out what its role will be:

Is it a main "character"?

Will it be seen close up?

Is it just a part of the environment?

Is it going to be interactive?

These things as well as the game engine and target audience are very important in building your models as they will determine the complexity and required LoD for the model.

Beastie
08-18-2003, 08:23 PM
You got engines now that decrease Level of Detail as the model is farther away and you have render areas that only render polys in a certain zone which i think are normally called "cells" so, like everyone else said, its completely dependent on the game engine, importance of the model, and setup of the environment.

CADster
08-18-2003, 08:37 PM
depends on the engine.

Back in them their olden days, Re-Volt would choke if you exceeded 1400 faces. Midtownmadness hated cars over 2k faces. a few mod makers made cars exceeding this ammount for the orginal MM, but the tools to do this kind of stuff were never released to the public (and the game is dead because of it). The engine used in TDR balks at anything over 5k faces. But take one of todays games - GTA3/GTA_VC using the renderware engine. several have added 30k+ (yep, thats 30 thousand plus ) poly cars in that game. my 2.4gig dont miss a lick when i walk by one.

lots have changed from the days of old, eh ??

if your car is only driving by and thats all it will ever do, then 1000 or less will be fine. you will have more then enough faces to get plenty of detail and todays engines should not complain too much along with the GPU and CPUs of today.

and welcome to the board .. we have not met formaly, but based on our recient replies to one another, i predict some good debates in the future

:wavey:

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