3rd Party Models/Media Chat / Polycount limitations

Author
Message
ozarkprime
9
Years of Service
User Offline
Joined: 31st Jul 2014
Location:
Posted: 31st Jul 2014 17:07
I noticed that most everyone posts really low poly count models, what are the actual limitations vs performance. I would like to design some good level poly models and character models, but if the engine is going to choke I need to know ahead of time.

**Message to moderator**
I am a backer, why do I have to wait forever for someone to approve my posts?
PM
KeithC
Senior Moderator
18
Years of Service
User Offline
Joined: 27th Oct 2005
Location: 1x1x1 Cube
Posted: 31st Jul 2014 17:38
To answer you last question; all new members go through a post-approval wait, for a predetermined amount of postings. Don't worry; you'll soon be able to post unhindered.
PM
wizard of id
3D Media Maker
18
Years of Service
User Offline
Joined: 16th Jan 2006
Playing: CSGO
Posted: 31st Jul 2014 18:38
I think that some users have the idea games are made up of a 100 billion million polygons, they aren't at at all.It's very much an illusion that these models are super high detail, what they do is to make a super high polygon model and bake the texture onto a low polygon model.A low polygon model with excellent texture work is nothing to snort at and it is well worth the effort.However you should be aware that the engine doesn't have per pixel light mapping.
Cosmic Prophet
VIP Member
16
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 25th Aug 2014 16:08 Edited at: 25th Aug 2014 16:10
I've done some entities as high as 10,000, with no performance hit whatsoever. I wouldn't go to far beyond that, especially if you intend to render LOD meshes. Objects that are intended for interior use, don't really need additional LOD meshes, as they usually will not be seen at any great distance from the player. However exterior, or landscape items should be considered when using LOD meshes that will increase your poly count.



Hope this helps.

Back from the Wasteland.
Wolf
Forum Support
16
Years of Service
User Offline
Joined: 8th Nov 2007
Location: Luxemburg
Posted: 25th Aug 2014 23:56
I had some highpolygon assets in reloaded which it handled well.
I think you could have a village level from skyrim run in it. Perhaps more.

Its just that most games aren't that highpoly. Here is a list of the polycount of maincharacters (!) in some more recent games:

Alan Wake
Alan - 13,437

Alice: Madness Returns
Alice - 11,748

Battlefield 3
Kiril - 15,818
Vladimir Kamarivsky - 15,819

Crysis 2 (console)
Nano suit - 19,073

Far Cry 3
Jason Brody - 29,932, head - 17,179
Vaas - 19,369

Half-Life 2, PC, 2004
Alyx Vance - 8323 polygons
Barney - 5922 polygons
Combine Soldier - 4682 polygons
Classic Headcrab - 1690 polygons
SMG - 2854 polygons (with arms)
Pistol - 2268 polygons (with arms)

Halo: Reach

Catherine Halsey - 15,088
Civilian - 15,808
Elite (Field Marshal) - 27,394
Elite (Ranger) - 23,964
Gúta - 10,800
Kat - 31,158
Noble 6 - 28,805 (with accessories.)

Borderlands 2
Captain Scarlett - 13,848


You will notice that they keep their polycount low as you should too. Shader and good texture work should do the rest but its your choice of course



-Wolf

"When I contradict myself, I am telling the truth"

"absurdity has become necessity"
granada
Forum Support
21
Years of Service
User Offline
Joined: 27th Aug 2002
Location: United Kingdom
Posted: 26th Aug 2014 23:00
I always play games on the lowest deficulty level at least once,you can walk around and look at the models.Then you see that a lot of them are very low poly, its only when you are trying to shoot everything in sight and running around that everything look great.

Dave

AMD Phenom(tm)IIx6 1090t Processor 3.20 GHS

8.00 GB memory Windows 7 64 bit

Nvida Geforce GTX 580
PM

Login to post a reply

Server time is: 2024-05-08 09:13:18
Your offset time is: 2024-05-08 09:13:18