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Author
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Topic: Polycount ???
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Laika 801 Pilot
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posted 01-07- 01:22 PM
Ok - I´ve read something about this already, but cant find it or remember it(didn´t got the time to search ) so this is my question:How many polys/faces are correct for a fighter plane (I-16) ? I´m actually counting around 600 polys/faces (complete model - but still nothing in the cockpit) and wondering what to do next. I could rebuild the horiz. stabs to simple plain objects (now they are 3 dimensional) to reduce polys, but it would be better if someone says 800 polys are fine :> thanks ... IP: Logged |
JT Pilot
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posted 01-07- 01:52 PM
I'm no expert, but my impression is that 600 to 800 for the exterior of the plane would be just fine. I've looked at a couple models from SDOE, and they seem to have about 500 to 800 faces. In addition to watching polygon count, however, you must make sure you use LODs effectively. Detail should dissappear when it gets far enough away that you wouldn't see it and complex meshes should switch to very simplified meshes. From what I've heard, this is VERY important. IP: Logged |
Pete Hawk Pilot
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posted 01-07- 03:30 PM
I really hope that in the future, using a GeForce 3D card that we can finally get pretty high poly models flying. I'm not saying like 10,000 polys, but maybe 3,000 would really kick butt! I'm sure it'll happen, it's just a matter of time.IP: Logged |
Laika 801 Pilot
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posted 01-07- 03:48 PM
"...complex meshes should switch to very simplified meshes..." did that mean I have to build up some parts of the model twice ? IP: Logged |
JT Pilot
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posted 01-07- 04:17 PM
Laika, Yes, sort of. Most of the big plane parts in SDOE have about 3 or 4 LODs. You will have to model the parts for each level of detail. Wings, for instance, are something you'd want to have a few different LODs for since they're generally visible from far away. Smaller parts can simply dissappear by setting the switchin distance accordingly. This all might seem tedious, but it actually isn't too hard. Just start by modelling the highest level of detail, and then base the lower level parts on those meshes. I find it's pretty easy to simplify a mesh. IP: Logged | |