Highpoly "discussion", formerly known as MC0003
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- Optimus Prime
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- Joined: 03 Oct 2005, 14:31
- Optimus Prime
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- Joined: 03 Oct 2005, 14:31
- Wolf-In-Exile
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- SwiftSpear
- Classic Community Lead
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- Joined: 12 Aug 2005, 09:29
For spring I would consider less then 500 low poly, less then 1000 average, and more then 1000 high poly, but that's simply because the amount of units being rendered on average will FAR surpass that of an FPS, which are what those models are designed for. For an FPS < 2000 tri is low poly.
Shogoll: no they don't. Most supcom units are under 1000 polies, including most of the experimentals. However, sup comm does use normal maps, which make the low poly units look much better then they would look in spring.
[edit2] shogoll: There is no FPS currently released that uses 40000 polygon models. UT2007 models are about 5000 poly, and that represents the high spot. HL2 character models are generally below 4000 poly, guns below 2000, and mapping models somewhere in between.
Shogoll: no they don't. Most supcom units are under 1000 polies, including most of the experimentals. However, sup comm does use normal maps, which make the low poly units look much better then they would look in spring.
[edit2] shogoll: There is no FPS currently released that uses 40000 polygon models. UT2007 models are about 5000 poly, and that represents the high spot. HL2 character models are generally below 4000 poly, guns below 2000, and mapping models somewhere in between.
Were talking in custom models here. UT2007 scenes are typically 500k-1.5 million polygons. (Sorry, old source seems to be incorrect.) However, they generate their normal maps off 6-8 million poly models, which is were massive amount of details come from. The actual models that are rendered are around 3-12k polys. I don't know were the hell you got the idea they are 5k.SwiftSpear wrote:For spring I would consider less then 500 low poly, less then 1000 average, and more then 1000 high poly, but that's simply because the amount of units being rendered on average will FAR surpass that of an FPS, which are what those models are designed for. For an FPS < 2000 tri is low poly.
Shogoll: no they don't. Most supcom units are under 1000 polies, including most of the experimentals. However, sup comm does use normal maps, which make the low poly units look much better then they would look in spring.
[edit2] shogoll: There is no FPS currently released that uses 40000 polygon models. UT2007 models are about 5000 poly, and that represents the high spot. HL2 character models are generally below 4000 poly, guns below 2000, and mapping models somewhere in between.
HL2s models are up to 9000 for characters, though some custom character models reach up to 18k polygons. Or like in CDG.net, many MANY custom guns there reach into 10k polygons or more.
http://www.cdg.net/forums/viewtopic.php ... hlight=diy
This model is 30k polygons. I have heard of up to 60+k polygon weapon models, but I have not seen them.
http://www.gameplaymonthly.com/games/ut2k7/1.jpg
Just look at those models. Those models ARE NOT 5k polys.
http://www.gameplaymonthly.com/games/ut2k7/4.jpg
Neither are these.
Holleee crap!
UT2007's normal mapping shader system makes Half Life 2's look freaking pathetic. The level of detail the Normal Maps can project onto a 12k poly model is FREAKING amazing. Who the hell needs polys when you have those types of normal maps!
That gun example is a poor poor poor example.. did you even read, do you know why that is 30k polys.. that is a configurable gun, the GUY modeled every possible attachment for that model onto it so people could configure it how they wanted.. thad be like packing 5 guns worth of polys into one gun.
Im not sure what you people are even discussing anymore. Lets get one thing straight.. WE know for a fact that spring cannot support 5k poly tanks, in the hoards that tanks currently show up in mods, yes if we drop the number of tanks down to say 2 per person maybe wed be good, but 100 5k Peewees charging around is going to lag something.. we all know that..
Another thing we all know is that OPTIMIZING your model IS ALWAYS good. YOU SHOULD ALWAYS OPTIMIZE. reducing poly count is always a good thing if IT does not detract from the model...
So what does this mean, spring doesnt support UT2k7 12-5k poly normal mapped awesomeness.. I dont care.. IF that was the level of detail we had to shoot for to look "average" in spring.. HOW many of use could actually mod for the damn game.. How many of you can sit there and MOD for a game using 12 million poly normal maps... I dont know about you people but if somone said HEY make a 12 million poly version of one of your MODS units. I think I would spend the rest of the day contemplating suicide. I for one would have NO idea where to start. Not to mention it would probably look like crap.
These High poly counts make games look awesome visually, however they have 2 side effects I dislike, one they increase the amount of time/money it takes to make a game, this stifles creativity, because if you have to spend X time and X dollars you need X profit and as those increase your less likely to take risks, and innovation is risk. The other problem they cause is they raise the bar for modding, the higher visual quality of the base game, the more hours and effort and more professional software is needed by said modders to mod said game. Essentially modding becomes more and more elite until only people about to go into a game design career can afford to mod, and since they are about to get payed to make games, why bother.. I think this increasingly high tech setup will eventually obsolete modding on a mass scale, but thats me..
Anywho that aside, Spring cannot handle Massive poly counts, Since most of the competitions here were set up for making a unit that could feasibly be put in spring, and most people are concerned with modding for spring. It seems quite reasonable that no one wants to spend the time it takes to make a rather High poly model for a competition that is not going to be used for anything..
Im not sure what you people are even discussing anymore. Lets get one thing straight.. WE know for a fact that spring cannot support 5k poly tanks, in the hoards that tanks currently show up in mods, yes if we drop the number of tanks down to say 2 per person maybe wed be good, but 100 5k Peewees charging around is going to lag something.. we all know that..
Another thing we all know is that OPTIMIZING your model IS ALWAYS good. YOU SHOULD ALWAYS OPTIMIZE. reducing poly count is always a good thing if IT does not detract from the model...
So what does this mean, spring doesnt support UT2k7 12-5k poly normal mapped awesomeness.. I dont care.. IF that was the level of detail we had to shoot for to look "average" in spring.. HOW many of use could actually mod for the damn game.. How many of you can sit there and MOD for a game using 12 million poly normal maps... I dont know about you people but if somone said HEY make a 12 million poly version of one of your MODS units. I think I would spend the rest of the day contemplating suicide. I for one would have NO idea where to start. Not to mention it would probably look like crap.
These High poly counts make games look awesome visually, however they have 2 side effects I dislike, one they increase the amount of time/money it takes to make a game, this stifles creativity, because if you have to spend X time and X dollars you need X profit and as those increase your less likely to take risks, and innovation is risk. The other problem they cause is they raise the bar for modding, the higher visual quality of the base game, the more hours and effort and more professional software is needed by said modders to mod said game. Essentially modding becomes more and more elite until only people about to go into a game design career can afford to mod, and since they are about to get payed to make games, why bother.. I think this increasingly high tech setup will eventually obsolete modding on a mass scale, but thats me..
Anywho that aside, Spring cannot handle Massive poly counts, Since most of the competitions here were set up for making a unit that could feasibly be put in spring, and most people are concerned with modding for spring. It seems quite reasonable that no one wants to spend the time it takes to make a rather High poly model for a competition that is not going to be used for anything..
No I mean for a single model.
Because in Dungeon Siege (1) a modder was able to put in a 100k polygon humanoid model into the game and have it run. It just lagged really bad and it would only load up into a 1x1 map.
Now Dungeon Siege 1 is a very antiquitated engine. But if you can upgrade the graphical capabilities like that (similar to Half Life 1's High Definition pack) than you would be able to run the game with 5000 5k poly models if you had a powerful enough graphic card, like say a Geforce 8800.
Because in Dungeon Siege (1) a modder was able to put in a 100k polygon humanoid model into the game and have it run. It just lagged really bad and it would only load up into a 1x1 map.
Now Dungeon Siege 1 is a very antiquitated engine. But if you can upgrade the graphical capabilities like that (similar to Half Life 1's High Definition pack) than you would be able to run the game with 5000 5k poly models if you had a powerful enough graphic card, like say a Geforce 8800.
Starcrap
256 Colours
Renderpicturespixeled into a Sollution so low, that i don`t remember it.
Most famous for its balance.
Warcraft 3
How many Polys per Unit? How small is the Unitlimit ?
World of Warcraft ?
>> Intro shows, they could have done better, but they didn`t. Why?
Good Design beats overmodeled Chars.
And low Requirements (which most of the Guys out there have - not everbody has to work with 3Ds Max & Maya all the Time) -> lead direct to a greater Audience. That is however no Excuse for not trying your best within your borders.

256 Colours
Renderpicturespixeled into a Sollution so low, that i don`t remember it.
Most famous for its balance.
Warcraft 3
How many Polys per Unit? How small is the Unitlimit ?
World of Warcraft ?
>> Intro shows, they could have done better, but they didn`t. Why?
Good Design beats overmodeled Chars.
And low Requirements (which most of the Guys out there have - not everbody has to work with 3Ds Max & Maya all the Time) -> lead direct to a greater Audience. That is however no Excuse for not trying your best within your borders.
