berrocket.blogg.se

3ds max studio 8 display poly count
3ds max studio 8 display poly count









3ds max studio 8 display poly count
  1. #3DS MAX STUDIO 8 DISPLAY POLY COUNT HOW TO#
  2. #3DS MAX STUDIO 8 DISPLAY POLY COUNT CODE#
  3. #3DS MAX STUDIO 8 DISPLAY POLY COUNT PC#

#3DS MAX STUDIO 8 DISPLAY POLY COUNT CODE#

I don't have a lot of models, yet, and that is no good thing at all as the code is 85% done. Once you have the optimisation framework (which may include code/tools for mesh/rig/material/animation/AI/whatever LODing for example) complete, you'll be able to start testing the #s and find the limits.Ĭlick to expand.What a contradictory ambiguous statement in my case. The best thing to do is figure out what your project needs in terms of art content and quality and then build a framework to handle these elements in a fast way. Generally speaking at the end of the day the core elements of different engines aren't that different, just some will have more optimisation stuff going on than others. There is so much smoke and mirrors optimisation going on in all games from the low end to the big AAA releases that people don't realise.

3ds max studio 8 display poly count

Also, LODing can be massively important not just with mesh complexity, but LODing character rigs aswell can be invaluable if you have lots of animating characters in your scenes. It really comes down to what the platform and audience is and will require some initial benchmarking to help determine budgets.

3ds max studio 8 display poly count

There are of course other many things to consider aswell besides polygon counts such as number of bones in a skinned mesh. They should help with the understanding of "it depends on the project". I am not sure how well it will work, but it allows me to not worry about if I can add extra polygons here and there for extra detail as I will just use as many as it takes and no more. I think a world with slightly less smooth objects but more of them is better than an almost empty level with a few high polygon models lying around. Then when the level is complete, add as many detail meshes as possible without killing frame rate. Basically my plan for polygon count is use as little as possible. I think that uniform detail is good and whatever I save I can use elsewhere. I am not so concerned with super smooth edges or 10,000 polygon guns for first person view. Also if I sacrifice them in one model I can add more models for added detail. I figure the less polygons/vertex's there are the better. I am attempting the idea to use as few as possible.

#3DS MAX STUDIO 8 DISPLAY POLY COUNT HOW TO#

I personally have not done the complex math or tried to figure out how to perfectly optimize my detail by figuring out where everything will go when levels are finished as the article linked in this thread tells you to do. so what does these generally accepted default values find base their value on? I sincerely doubt that anyone will speak about "next-gen graphics for " so I am assuming they are speaking about consoles and far more powerful computers. but I am curious to know where the rest of the people get their figures from when they speak of next-gen and current-gen polygon limits. So between my personal goal of 3-5k and the witnessed 10-30k, I have decided to be generous in my model count and allow for 5-7k as an "average polycount" so I think they must have a clue what they are doing. Huge franchise, available on the XBox, well known company, lots of titles behind their name, big in the gaming world. I have decided, based on everything I have read thus far that 3-5k is a decent polygon count, but I have seen 10-30k used by people who know.

#3DS MAX STUDIO 8 DISPLAY POLY COUNT PC#

So when someone speaks of "optimal" or "non excessive" polygon counts, what is that based on? A common denominator between average PC hardware specs or lowest-still-considered-modernish-PC hardware specs, target console specs, hearsay, guess, needs, artistic skill? What? even though the 30k ones I mentioned above were on the Original XBox, so that was nearly 10 years ago last-gen games that used 30k models. Certain people say 5k is decent enough, others say anything over 3k is too much while others argue that anything up to 7k is what is used in current commercial games like. With game studios using between 10k and 30k models for realtime games I get a tad confused when people say that 10k is pushing the limits for current gen real time applications. but still, one model I saw had 90k as each hair style and head type belonging to that particular model was contained within the same file. Heck, one Volleyball game by a very reputable company I am not going to name spent over 10k just on the one girl's braided hair! Granted, the scene consists of a single static environment and only 4 characters, a net and a ball so I am sure they must have had extra processing power available but still. Every now and then I come across a 3D model extracted from one or other commercial game and when I check out the source I notice polygon counts in the 13k to 30k for a single character model.











3ds max studio 8 display poly count