Typical poly per model count.
by Doug Hammond · in Artist Corner · 08/17/2001 (9:00 pm) · 11 replies
Sorry about the cryptic title, but I was wondering what the typical polygon count per model was in games like Rainbow 6, Swat 3, or even T2. I'm in the start-up phase of a game called Nightfall: Fading Hope and the view will be very similar to Rainbow 6's 3rd person option. Any help concerning my question would be greatly appreciated.
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#2
another few years, I doubt there will be a limit...
08/18/2001 (1:19 pm)
you know, when I started my first modeling attempts, the limit was 400-700 polys back then.another few years, I doubt there will be a limit...
#3
Heh, Frederick I think your right.
Now that I have an idea as to how many polygons per model I should have, I might just have to hire a modeller, I'm decent with high poly models, but my low poly models are found lacking... Practice makes perfect I guess.
08/18/2001 (3:01 pm)
Thanks Matthew.Heh, Frederick I think your right.
Now that I have an idea as to how many polygons per model I should have, I might just have to hire a modeller, I'm decent with high poly models, but my low poly models are found lacking... Practice makes perfect I guess.
#5
08/19/2001 (9:42 pm)
Actually the models I'm interested in right now are low poly, high detail character models, I'm currently working with a very basic 3d modelling program. I'll probably start posting "help wanted" ads in October. I don't real;y use any form of Internet Chat, but I've recorded your ICQ # just in case I start.
#6
Is it like mrm where the model automatically optimizes depending on the distance from player camera?
Or is it q3 style where you make 3 different models and swap them at a distance?
I was hoping to have our players around 2k polys (full armor and clothes)
08/19/2001 (11:46 pm)
So how does the level of detail work in T2?Is it like mrm where the model automatically optimizes depending on the distance from player camera?
Or is it q3 style where you make 3 different models and swap them at a distance?
I was hoping to have our players around 2k polys (full armor and clothes)
#7
You could use 2k poly's, i'd stick to as few as you can to get the model right.
Phil.
08/20/2001 (1:36 am)
Its the distance based switching version.You could use 2k poly's, i'd stick to as few as you can to get the model right.
Phil.
#8
/**
The max poly counts for Tribes 2 models are:
Player models-1500
Weapon models-650-700
Vehicle models-1200
We would also suggest that you refer to existing shapes and use those poly count numbers as that objects limit.
**/
08/26/2001 (1:15 am)
heres official words from DynamiX (in a doc released 8/14/01)/**
The max poly counts for Tribes 2 models are:
Player models-1500
Weapon models-650-700
Vehicle models-1200
We would also suggest that you refer to existing shapes and use those poly count numbers as that objects limit.
**/
#9
I was hoping to have some sort of on the fly poly reduction, but i dont know what sort of cpu hit that would have..
The main reason our models will be around 2k is because of the detail up close. We have full modelled eyes, lips, eyeballs plus armor and clothing to be added to the base models.
I spose we will have to play around with it
08/26/2001 (1:38 am)
So the Multi-res mesh stuff isnt in tribes2?I was hoping to have some sort of on the fly poly reduction, but i dont know what sort of cpu hit that would have..
The main reason our models will be around 2k is because of the detail up close. We have full modelled eyes, lips, eyeballs plus armor and clothing to be added to the base models.
I spose we will have to play around with it
#10
08/31/2001 (11:51 am)
The lod is totally dyanamic in the v12. you make one model and it will cut verts as it sees fit. Basically make your high-poly model about 1500-2500. Just make sure not to have any important details comming of the model to a poin of only one vert. If you do the engine may LOD that vert out of existance and you're model will look odd. This was the problem in the original tribes where the landscape would cut a vert and a hill wouldn't look as high as it is (allowing you to see a player hiding under the lip of the hill. of course you couldn't hit him, but you knew he aws there). This has been refined alot since t2. I'm certain someone could fill you in better than what I have. I still haven't gotten the v12.
#11
Allthough I'm looking forward to getting a new job with a more up to date engine, and perhaps woring with the v12 engine on my personal project is I can get the right people together.
I'm looking forward to a couple of years from now when the geforce 3 is decidedly low end, and polygon/texture memory will be a small issue, and everyone will have a lot more creative freedom :)
09/03/2001 (5:19 pm)
The engine I am currently using can run a scene of aproximately 27,000 polys with 2 aditional characters of under 2,000 on a mid range computer at 30FPS. with about 8mb of textures non larger than 256x256.Allthough I'm looking forward to getting a new job with a more up to date engine, and perhaps woring with the v12 engine on my personal project is I can get the right people together.
I'm looking forward to a couple of years from now when the geforce 3 is decidedly low end, and polygon/texture memory will be a small issue, and everyone will have a lot more creative freedom :)
Associate Matt Fairfax
PopCap
In HL the upper limit for a player model is around 1000 polys with the average being around 700.