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#2 (permalink) | |
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Freelancer
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I'm gonna have to go ahead and quote our very own Ben Clarke for this;
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#3 (permalink) |
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New Member
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It's all relative.
To some extent, low poly refers generally to all 3d models intended for realtime use, because any game art is low poly compared to the detail that can be used in film and prerendered cut-scenes. When you have multiple LODs for the same model, you can refer to the less detailed ones as low poly and the more detailed ones as high poly. /* LOD = Level of Detail = Versions of the same model with lower and higher detail that can be swapped out for each other as the object gets closer or further away from the camera. This frees up unneeded system resources allowing for a higher level of closeup detail at any given time. */ How many polygons an individual object gets is determined by finding out how much total detail the target machine can handle at a given moment, then budgeting it out to characters, props and environments. How this is done depends on a number of factors, such as what type of game, max characters on screen at one time, etc.
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#4 (permalink) | |
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New Member
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You know, I some how knew that was the answer. I just wanted to double check just incase by some weird chance that there might be a real number.
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#5 (permalink) |
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Senior Member
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That's what we tell all the new-comers. The real answer is 5 or less.
I think a good place to start with would be whatever engine/sdk you are using. They often come with preformance-monitoring tools so you can see where the budget is being spent drawing the scene. You can just use simple judgement to make cuts from there
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#7 (permalink) |
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Administrator
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Can't really give you any hard triangle counts but for textures, a 512 texture usually equals two meters (1024 = 4m etc etc). That pixel density usually works quite well for buildings/environments/props. Some props will need to have larger textures and characters are almost always higher res (damn resource hogs...
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#8 (permalink) | |
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New Member
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Quote:
I also recently made an image showing what different densities actually look like on a real world object (an american quarter):
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#9 (permalink) |
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Senior Member
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Rick Stirling has some info from recent games here:
rsart – Rick Stirling, games artist » Blog Archive » Yes, but how many polygons? |
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