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#11 (permalink) |
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University Student
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I think the best way to find the ideal poly count for a given mesh is to build it, then give it a once over and see where geometry should be added and where it could be removed. Make your model and make it look good, there is your ideal poly count
These numbers had a much bigger impact a few years ago than they do now. That's not to say you should throw 15k tris into every prop, but you shouldn't use a number to dictate your art. In some Instances though, like mobile games, the engine and platform are going to be imposing some much lower limits than you'd have on say, the 360. |
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#13 (permalink) |
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Senior Artist
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Thanks:
Finished, just been messing with render settings ? http://i110.photobucket.com/albums/n...ainrenderA.jpg http://i110.photobucket.com/albums/n...irerender2.jpg Total polys are only 2286. ![]()
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Myblog Find my works here. |
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#14 (permalink) |
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Game-Artist.net Staff
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its not about poly count but more about using polys efficiently and using all the tricks of the trade. normal mapping is a huge work around for high polygon work.
sure, you have to work within the limits of an engine, but concentrate on keeping a clean, organized mesh. |
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| The Following User Says Thank You to heavyness For This Useful Post: |
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#15 (permalink) |
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Game-Artist.net Admin
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That's a top tip right there, that a lot of people seem to forget about. If you use your resources efficient, you'll almost certainly get something that answers to the requirements...
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| The Following User Says Thank You to doylle For This Useful Post: |
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