Game Development Community

Poly count

by Noah Gomes · in Artist Corner · 02/11/2008 (5:13 pm) · 11 replies

What is the max polies in a character before Torque crash

#1
02/12/2008 (12:41 am)
Lots.

How far have you gotten?
#2
02/13/2008 (6:41 pm)
I'm trying to use poser 6,,, I got a head down to 5000,,, I'll Model the rest of the body in max
#3
02/14/2008 (7:52 am)
Normal map that and take it down *MUCH* further.
#4
02/14/2008 (11:50 am)
I've managed to get a 36k+ model into Torque (TGEA) without problems (it didn't even perform too badly, but it *was* one of the only things in the scene).
#5
02/14/2008 (12:06 pm)
But was that 36k tris or polies? I have a horrible feeling that the 5000 polies that he's seeing may end up being a ton of tris.
#6
02/14/2008 (12:19 pm)
I've brought in 100k+ triangle models without a problem.

Mind you, they weren't for the player model.
#7
02/14/2008 (1:20 pm)
I added opcode and did that with a TurboSquid model meant for rendering not real-time gameplay.

Not the best idea I've ever had.
#8
02/14/2008 (2:32 pm)
I'm using opcode and lots of Turbosquid models, almost exclusively, in my game.

You do have to bring down the polycount, or choose your Turbosquid model carefully. It's not so much about the polycount per se, as the density of the vertices. Which is exactly what Ben Garney warned us about in his blog entry about it.

I'm super duper pleased with the flexibility it gives me in level creation, for example:

singularityfps.com/images/terr.jpg
:-)
#9
02/14/2008 (2:34 pm)
Yeah. I was just testing with crap I had on-hand. I've had much more success with creating levels from scratch with Modo and exporting with Lightwave.
#10
02/18/2008 (8:12 am)
Holy crap. 5000 polys just for the head? That's ridiculous just for a player model. It's not going to make it crash, but you'll soon find that your game is painfully slow.
#11
02/18/2008 (4:41 pm)
Everybody assumes that, but they aren't taking into account modern processors.

It depends on your target machine, of course.