I'm making a map called de_chiplab, it's a microchip lab. I'm working on a static prop for the map, but I'm worried about my poly count. I'm at 680 - before a collision model. Is this poly count too high if I want four of these in one room?
Last edited by Craminator on Tue Dec 20, 2011 2:31 am, edited 2 times in total.
Myself not being a particularly expert modeling or exporter. I would assume It depends on how big that is going to be. If its supposed to be really small and you don't really notice it, don't bother. But if its larger then you could for for a higher poly count.
But if you stick some area portals in the map 4 should be fine in one room.
680 polys is roughly 1760 tris which isn't bad at all. Thats around 7040 tris of models in one room which is considerably less then you would find in just about any room in any given map made by valve. (depending on the game of course) So yes its fine, personally I think you could got for maybe even twice as many polys and still get away with it.
Ah, smurf thanks a lot for the quick and very helpful response. Nice, very good news. I have headroom, which means I can detail this beast a bit. It stands about 64 units tall. How did you calculate the tris? It isn't 680*2?
Roughly it is X(2), X being the number of polygons. To actually calculate it you need to use max's statistic window, but even then it is still a little off. The only way I know to get the exact amount is to physically triangulate the model with a modifier and then use the max statistic window for 100% accuracy.
Ah, nice. Thanks for the tips. I'll post updated pics tomorrow. Also, after converting all my primitives and shapes into editable poly's the count went from 680 to 311! Making a skin for this one is gonna be a good test of my skinning abilities.
Hmm this looks good. I only have one suggestion about the model, as I think it looks good already. You may want to consider adding a few more polys to refine the edge flow towards those bottom pivots on the model.
Just to point out where, and at a distance that really wouldn't be that noticeable. Great job though, that is honestly the only thing that I could really point out.
Thanks epifire, I worked on it a bit tonight. It does look better with more sides on the pivots and cylinders.I finally added a UVW modifier to the mesh, and my next renders will show off some baked AO/texture.
the spiky pincer claw makes it look like more of a deathmachine than something that would build cars. other than that, though, it looks great, especially considering the polycount; while not low, 680 isn't high at all.
Thanks for the feedback dissonance. I added a UVW Unwrap tonight... Oh man, I've got some work ahead of me. Hundreds of little chunks to organize and arrange. This model will definitely teach me the ins and outs of the max 2012 UVW editor. I'm trying various methods of grouping, packing, rotating and normalizing.
The questions I have are; what size should I be looking at for a skin? 1024x1024 512x512? Do large model texture sizes decrease performance, specifically in texture memory? Any tips/info? Thanks.