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Polycount Question


IronWhim

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By way of example, I have this sword, which is 1200 polys.

 

http://www.brianwatson3d.com/KhaladJhir/images/movieImages/kjsword01.jpg

 

That sounds well within the limits. It's got several maps on it, all of which are 512 x 1024. That should work, yes?

Generally, you want to only use 1 texture (texture map, normal map, and glow map if needed)for a weapon, and as few large textures as possible for armor or statics. Most of the resource issues from modded items are usually because of either large textures, or many textures being loaded. One way to spoof extra detail is to use a texture map that is smaller than the normal map. You still should probably limit most of your textures to 512x512, or smaller if possible.

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By way of example, I have this sword, which is 1200 polys.

 

http://www.brianwatson3d.com/KhaladJhir/images/movieImages/kjsword01.jpg

 

That sounds well within the limits. It's got several maps on it, all of which are 512 x 1024. That should work, yes?

Generally, you want to only use 1 texture (texture map, normal map, and glow map if needed)for a weapon, and as few large textures as possible for armor or statics. Most of the resource issues from modded items are usually because of either large textures, or many textures being loaded. One way to spoof extra detail is to use a texture map that is smaller than the normal map. You still should probably limit most of your textures to 512x512, or smaller if possible.

Ahhh... Yeah, I can kick them down to half that size. When I said multiple maps, I was referring to one each of texture, normal, and spec maps as opposed to multiple maps of each

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It might be the "norm" to use a single texture / material for a weapon but don't limit yourself to just one if you are trying something non-standard.

 

Example:

 

You can use one texture but two different materials. One NiTriStrip can be the hilt with a material and collision model representative of metal. The blade NiTriStrip can have another material set to EnvMap2 for the shiny mirror effect and turn on transparency so it will look like glass or ice (and see the topside of the hilt through the blade: EXAMPLE). Having two physically separated pieces like this allows the glass/mirror effect to show up on the blade but does not transfer the quirkiness to the hilt.

 

Another example might be where you want one object/material/texture to glow with certain effects and the other part as dull. Although you can create a glowmap_g file to pick which parts of the texture will glow and intensity/color, you might be OK with just configuring the entire material to glow in a single color and intensity. EXAMPLE

 

LHammonds

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