Subject:
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Re: Seemingly insane poly counts in official games - how?
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Newsgroups:
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lugnet.cad
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Date:
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Wed, 22 Jun 2005 18:16:32 GMT
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Viewed:
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2039 times
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Hmm, How many polys in that model? and what game is it a mod for?
Balancing poly budgets in games is a non-trivial problem, how you do it is
very dependant on the game, how many instances of a model is the game
expected to render at once? how small on the screen are the models going to
be?
Aha, a quick search answered my own question, its for homeworld. A game
where there are potentially hundreds of ships and other models on screen and
all of them are tiny. No wonder the poly budget is so tight. In fact 99% of
the time having studs would be a waste of time as theyd be too small to see.
In an ideal world your game engine would support multiple levels of detail so
that when the ship is up close to the camera it could use a high poly model
with studs, smooth cylinders and all the other gubbins, but still use low
detail models when they are far away and the detail couldnt be seen anyway.
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Actually, Homeworld does exactly that. Ive yet to finish texturing the first
batch of 28 or 30 ships, afterwards Ill LOD em. This is my first mod, so I was
unsure what the poly count guidelines should be, since I want to keep the amount
of lodding to a minimum, since at a distance many of these ships are actually
still quite visible. Should the mod ever be ported over to Homeworld 2, I may
create a new lod layer underneath these. Not bloody likely though its taken me
at least 3 months just to make these. :)
-Stefan-
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Message is in Reply To:
| | Re: Seemingly insane poly counts in official games - how?
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| (...) Hmm, How many poly's in that model? and what game is it a mod for? Balancing poly budgets in games is a non-trivial problem, how you do it is very dependant on the game, how many instances of a model is the game expected to render at once? how (...) (19 years ago, 22-Jun-05, to lugnet.cad, FTX)
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