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Author Topic: [Resolved] How many polys for a model?  (Read 1322 times)

Tarlytegirl

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[Resolved] How many polys for a model?
« on: Dec 10, 11, 12:04:05 PM »

In what range should the poly limit be for the models we make?
« Last Edit: Oct 26, 12, 02:43:54 PM by HE-Cooper »
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PN-Dwight

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Re: How many polys for a model?
« Reply #1 on: Dec 10, 11, 12:12:57 PM »

Make a scene analysis with the tools that you have and check for potential optimizations. As soon as you start lagging in a scene, there is something wrong (if you have a normal computer)

You cannot simply say "300 polys for this, 502 polys for that". Try to optimize as much as possible.

Tarlytegirl

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Re: How many polys for a model?
« Reply #2 on: Dec 10, 11, 12:13:52 PM »

Make a scene analysis with the tools that you have and check for potential optimizations. As soon as you start lagging in a scene, there is something wrong (if you have a normal computer)

You cannot simply say "300 polys for this, 502 polys for that". Try to optimize as much as possible.
Basically try to make the polys as low as possible with the model looking ugly.
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HE-CHRISTOPHER

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Re: How many polys for a model?
« Reply #3 on: Dec 10, 11, 12:15:03 PM »

This thread should answer your questions and more...

http://community.heroengine.com/forums/index.php/topic,791.0.html

as well as...

http://hewiki.heroengine.com/wiki/Controlling_Frame_Rate_(FPS)

Keep in mind, all numbers are approximate as they are tied to what your target spec is for machines.
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Christopher Larsen
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PN-Dwight

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Re: How many polys for a model?
« Reply #4 on: Dec 11, 11, 03:02:45 PM »

Make a scene analysis with the tools that you have and check for potential optimizations. As soon as you start lagging in a scene, there is something wrong (if you have a normal computer)

You cannot simply say "300 polys for this, 502 polys for that". Try to optimize as much as possible.
Basically try to make the polys as low as possible with the model looking ugly.

Make everything as low as possible WITHOUT affecting how the model looks. It's not only the polygons that make the model. There are a great variety of techniques that an artist can use.

MMORPG players "most of the time" have a decent computer, and the thread mentioned by Christopher is indeed a good place to start.

Optimize where possible. And what you don't see, doesn't have to exist :)