Product Chat / How many poly?

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Bisella
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Posted: 23rd May 2014 14:32
Hi



In the pdf file that is in the folder FPSC reloaded, it says that entities must not exceed 500 poligony. On sale in the store, however, there are entities that are also coming to have poligony 4000 ...... I do not understand ..... how many poligony must have at most an entity?



forgive my english



Vanni

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Pirate Myke
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Posted: 23rd May 2014 15:26
Hmm. I don't have an exact number, but, I have had entities that are not characters that have up to 15000 polys in them. Most characters are coming in around 12000. I think the limit is higher.



But you could use more polygons for better detail or more complex models, but also keeping them down to a reasonable size is also a good idea. No sense having a ceiling light that is 300 feet away having 5000 polys when 100 would do, because the player will never be that close to the entity to see the detail anyway.



A great texture and normal map will take the place of a lot of polys. Only things that really need more poly are round things so that the profile of the object does not look like a hexagon instead of a circular pillar. wheels, pipe, fancy stuff.

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Bisella
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Posted: 23rd May 2014 16:42
ok

Thanks Myke

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Scene Commander
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Posted: 24th May 2014 10:21 Edited at: 24th May 2014 10:26
As a guide a model should use as few polys as possible.



The guide states that entities should be around 500 and character 6000. Models with LOD will clearly have more than that, but only the relevant LOD stage will be shown, so in this case, more polys is in effect less .





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s4real
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Posted: 24th May 2014 13:18
I think you should try and make your models as low poly as possible with out losing to much detail.



The most important part is the texture haveing a high poly model with a crap texture would look rubbish but having a low poly model with a high qaulity texture can look very good indeed.



Its finding a fine line between the both.



I've seen models char at 2000 to 3000 with awesome textures look just as good as reloaded models.









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Posted: 25th May 2014 05:02
Quote: "The most important part is the texture haveing a high poly model with a crap texture"




You've got it backwards, the most important aspect is the texture. A low poly model with a good texture looks better than a high poly model with a bad one.
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