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Posted: Sat Jun 19, 2010 10:46 am
Well, a robot shouldn't have more than 3000 (3 * 10 ^ 3) polys.
Posted: Sat Jun 19, 2010 12:35 pm
ok so that makes sence. ill be thinkign about that when i make robots.
Posted: Sat Jun 19, 2010 3:05 pm
I can find a way to cut down the polys. I know how to optimize which normally drastically reduces the count. There is also a few things that can be deleted. It just seems odd that when people design video games they normally try to get a high poly count so it looks really good. And here we are trying to get the lowest amount of polys possible. I guess it is still running mainly on 90's tech though.
I'll have to design my other robots better. after doing a large amount of optimization and deleting unnecessary objects i reduced the face count to 12000. I can't actually get the body itself to even fall below 3000. (I tried) the poly count may be a lot lower. (polys and faces are two different things, look it up. a polygon is a set of faces.)
Posted: Sat Jun 19, 2010 4:24 pm
you're not correct. In video games - poly count must be optimal. Professional modelers know how to create models for games and for videos - it's a different approach in each case. Can you send me a model of your missile? sometimes polycount can be high sometimes low but its amount should allways be reasonable.
Posted: Sat Jun 19, 2010 4:28 pm
I reduced the face count of the missile to 628. if you want to reduce it I'll send you the model that hasn't been optimized. even though i need your e-mail for that. just e-mail me, i should have it on my profile.
Posted: Sat Jun 19, 2010 7:04 pm
The polygon count is the same thing as what it's calling the face count, for the definition we're concerned with for this game.
Posted: Sat Jun 19, 2010 7:54 pm
Sirius your wrong. The poly count and the face count aren't the same. a face can have 2 or 3 polygons. The program only makes triangle polygons, and a face is anything that flat to certain points that are not physically connected. most of my robots would have 1,000 faces with 3,000 ploys.
Posted: Sat Jun 19, 2010 8:12 pm
I was guessing that the face count would be the highest number. If it doesn't even triangulate, then yes, the polygon count will be higher, not lower, because the OpenGL renderer is going to split it up.
Posted: Sat Jun 19, 2010 8:38 pm
A face can have as many polygons as you like but typically if the face has more than 4 vertices it won't work in a game.
High polygon models are used because textures painted on that are projected onto low-poly meshes to be used in the game. The high-poly model can have any number of faces, the low-poly depends on the engine and the scale of the object. In modern games there may be 1-2 million triangles displaying on screen at once, in Descent the number should be much lower.
Posted: Sat Jun 19, 2010 9:44 pm
D2X-XL can render the model fastest when it only contains of triangles or quads.
Posted: Sat Jun 19, 2010 10:32 pm
I should have specified triangles instead of polygons actually. Polygon means many-sided shape so that can be anything you like as well. The equation of polygons and triangles is erroneous.
Posted: Sat Jun 19, 2010 11:58 pm
so when we say amount of polys we really mean triangles and when we say faces we really mean polygons? makes since to me
Posted: Sun Jun 20, 2010 2:06 am
Faces / polygons is interchangeable... I can't remember if there are programs out there that actually refer to polygons as triangles and only triangles, but I think there are. It makes things confusing.
Posted: Sun Jun 20, 2010 12:35 pm
Ben your absolutly right. (this i have been saying the whole time but oh well
) most modelers do this. idk why they do since poly means many and such, they could just say triangles and polygons. oh well.
Posted: Sun Jun 20, 2010 7:36 pm
Yes, I've noticed that - it seems to be accepted practice, which I'm sure confuses mathematicians even more. hehe