Tris, Quads
by Kevin Roe · in Artist Corner · 12/14/2006 (7:08 pm) · 5 replies
I am used to building models using quads. Does the exporters split all quads into tris doubling the amount of faces present in a model or what? Sorry if this sounds like a newbish question, but hey I'm a newb to Torque so what can I say? The character model I am currently working on (using blender) has approximately 2800 quad faces.
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#2
12/15/2006 (9:28 am)
How many is a reasonable amount for a character for this engine? After triangulating my model, it has 4300 faces, is that too many? I know I can reduce some on unimportant areas like the top of the head, bottom of feet, and such.
#3
If you are doing a Singleplayer RPG then I think that polycount would go for the Playermodel since he's the center of attention almost all the time.
If its a Multiplayer FPS then I'd go as low as 1500-2500 since you want the game to run fast with lost of these models onscreen at any given time.
And lastly even if you are doing a Game which could use a High Poly character, it is prudent to get rid of any unneeded polygons anyway.
So yeah soles of the feet or areas which have more polys than needed to make it appear round or smooth. You can weld and collapse alot of faces if they are planar to eachother anyways or close to planar.
And Put as much detail in the Texture not on the Mesh.
12/15/2006 (10:00 am)
Depends on what Game it is. If you are doing a Singleplayer RPG then I think that polycount would go for the Playermodel since he's the center of attention almost all the time.
If its a Multiplayer FPS then I'd go as low as 1500-2500 since you want the game to run fast with lost of these models onscreen at any given time.
And lastly even if you are doing a Game which could use a High Poly character, it is prudent to get rid of any unneeded polygons anyway.
So yeah soles of the feet or areas which have more polys than needed to make it appear round or smooth. You can weld and collapse alot of faces if they are planar to eachother anyways or close to planar.
And Put as much detail in the Texture not on the Mesh.
#4
really it depends on your hardware, and what rendering features your engine is supporting or making use of.
honestly 4300 polies should not be a problem, unless you want to run on intel cards.
and even then if it a 855 of better you should be fine.
also realize that even if the engine did not triangulate it, the API would (gl or dx)
12/15/2006 (10:00 am)
The whole poly argument is changing all the time.really it depends on your hardware, and what rendering features your engine is supporting or making use of.
honestly 4300 polies should not be a problem, unless you want to run on intel cards.
and even then if it a 855 of better you should be fine.
also realize that even if the engine did not triangulate it, the API would (gl or dx)
#5
12/15/2006 (10:09 am)
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Torque Owner Thak
Yep TGE uses Triangles. Either the exporter triangulates it or it tells you to triangulate before export. So thats 5k+ Polygons you have on yer hand there, which is a wii bit many.