Game Development Community

Poly counts..

by Thomas Foster · in Artist Corner · 06/14/2006 (1:46 am) · 7 replies

Ive started to get back in torque after about a year away from it.. and i never got anything done then..

So ive started creating some quick 3d graphics, and been thinking that i need to keep the poly down as much as possible, now these arnt textured:

www.wizardschool.co.uk/castle2.jpg

The castle its self is about 1500 polygons (4 sided at the moment)...

The houses are about 50 each.

I can model more complex items, but was trying to keep it all simple and try and get more depth etc when skinning them, but looking at some of the daily snapshots some items looks to be pretty high in the poly count.

my question: as a guide, my castle, how many poly's could that be? this might be a how longs a piece of string question, but I dont want to spend a few days modelling something to find that torque doesnt like it.

#1
06/14/2006 (2:06 am)
It could be 50,000...
It could be 20,000...
It could be 5,000...
It could be.. etc.
#2
06/14/2006 (2:09 am)
So it is how long is a piece of string.

well thats good to know, cheers for the quick reply, means I can now put more detail into the castle and buildings.
#3
06/14/2006 (2:09 am)
And it could be that you shouldn't cross post.
#4
06/14/2006 (2:43 am)
You should never cross post a piece of string, it gets tied in a knot!
#5
06/14/2006 (3:00 am)
Yeah I know.. i realised i posted the other one in the wrong forum so tried to delete it, the moderators are on the case I have been told :)
#6
06/14/2006 (10:26 pm)
My 2 cents,

Make the model with as much detail as you need, load it into torque, and see if it swims (or flies, or something like that). Then use LOD's (level of detail) to compensate for high poly count.

Low poly count is worthless if the image looks bad.

Don't worry about the polycount, but don't forget about it either.

Tony
#7
06/15/2006 (12:58 am)
Its all fun and games...

I think it will be a matter of trial and error....