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Oups, too many Poly's?

Posted: 18 Oct 2007, 13:25
by [eXe]CyberFoX
Yo,
I work for a new Commander in LLTA. But i think I've overrated Spring. The half of my Model is finished, and now I've over 3600 Polygons. 8) How many Polygon's I can use before we have problems with Spring crash's?

greetz
CyberFoX

Posted: 18 Oct 2007, 14:44
by smoth
3600 isn't shit for a single unit.

Posted: 18 Oct 2007, 15:08
by Forboding Angel
it's not?

Posted: 18 Oct 2007, 15:13
by KDR_11k
It is but as long as only a few units per player have that much it's not going to cause trouble. spring will never crash but it will slow down.

Posted: 18 Oct 2007, 15:17
by smoth
3600 triangles is the equiv of 900 face ta unit.

keep in mind backface and quads.

Posted: 18 Oct 2007, 15:19
by Machiosabre
what do you mean by half of the model? you're halfway done with the whole thing or like just the torso is done or something?

Posted: 18 Oct 2007, 15:21
by Peet
Pictures will allow us to judge this accurately.

Posted: 18 Oct 2007, 15:26
by KDR_11k
smoth wrote:3600 triangles is the equiv of 900 face ta unit.

keep in mind backface and quads.
Backface isn't a complete doubling because it doesn't need transform again. Or does 3do really use two polies instead of just setting cull none?

Posted: 18 Oct 2007, 15:36
by trepan
3do's don't have GL culling enabled
(the polygon data is only sent once).

Posted: 18 Oct 2007, 15:39
by smoth
in that case it is the equiv of a 1800 face unit. I think the xamels in gundam are around that.

Pictures

Posted: 18 Oct 2007, 15:50
by [eXe]CyberFoX
Circulating Nanoparticles will be in this duct's at both arms, Res Tanks on the back, and two lasers somewhere at the torso. And the feets doesn't look like feets, I build they in separate Data's.

(First time I must modelling with targets, be gentle :roll: )

edit:
grrrr...the Forum denied me to use the img command. LordLemmi will post the Pictures.

Posted: 18 Oct 2007, 15:55
by LordLemmi
Image
Image
;) there you got xD :roll:

Posted: 18 Oct 2007, 16:02
by Forboding Angel
Looks really really good, but imo a lot of those polys are "wasted", but as its only 1 unit not a big deal. Neato design :P

Posted: 18 Oct 2007, 16:02
by smoth
yes, there is a lot of waste in that model. Look at the edges that have no purpose. If the edges are not needed for geometric detail then the thing is wasting polies.

Posted: 18 Oct 2007, 16:25
by [eXe]CyberFoX
mmh I'll look to dissolve wasted polys.

So, Spring don't crash with so many polys, but if I use too many polys in too many units, Spring will slow down because off my units? mmh I'll look to make corners invisible with the Texture ;)

thx for help.

Posted: 18 Oct 2007, 16:28
by rattle
Don't touch the smoth button.

Posted: 18 Oct 2007, 17:19
by Forboding Angel
rattle wrote:Don't touch the smoth button.
Occasionally it can have its uses, but if your facecount doubled after clicking, ctrl + z is your friend.

Occasionally I'll use it on corners that I badly need rounded and can't do it any other way, but most of the time it adds so many faces that it jsut isn't worth it.

As a general rule (now keep in mind that I am far from the msot experienced here) figure that most if any added detail that you need can be done with a texture.

Texture where you can, model where you have to?

Posted: 18 Oct 2007, 17:30
by rattle
I use it to deform geometry but I remove the additional polies too.

Posted: 18 Oct 2007, 17:53
by KDR_11k
Heh, hitting "smooth" in Blender just pushes the vertices around, it doesn't tesselate the mesh :P.

Your poly use has caydresque proportions.

Posted: 18 Oct 2007, 18:18
by Forboding Angel
TBH the amount of polys wasted on those rings make my balls hurt.