yourenotsupposedtobeinhere Posted April 22, 2015 Share Posted April 22, 2015 What is too many polygons in numbers?For one mesh, or max polys per cell on many items?Is there a limit?Is the limit CPU or engine?How big can a mesh be size wise? If there is a building with close to 2 million polygons that spans over 4 cells, would that cause issues with the engine, crashes etc? Link to comment Share on other sites More sharing options...
DDProductions83 Posted April 22, 2015 Share Posted April 22, 2015 errrrrrrrr..2 million?Serious?I mean comon man, the newer godzilla was only 500k wtf are you making?The answer would be a resounding yes at those numbers, I don't even have to know why I can just say it because logic. I have recently found that mesh sizes that span multiple cells will only be loaded if their current cell at center is loaded, IE my halo ring has issues when you pass 2 cells from center point. Link to comment Share on other sites More sharing options...
yourenotsupposedtobeinhere Posted April 22, 2015 Author Share Posted April 22, 2015 Thank you.I have a custom item, I really want to keep it, but it is too detailed poly wise.I can't justify removing it as it is crutial to that area. You wouldn't happen to know anyone willing to help me in lowing the poly count?The mesh was donated to me and my guess is that the collision mesh is a duplication of the original, which would make a frightening 4M poly item. Suggestions? Link to comment Share on other sites More sharing options...
JDGameArt Posted April 22, 2015 Share Posted April 22, 2015 (edited) I'm kinda tired right now, so I'll answer this the best I can but... There are no written in stone poly limits as far as what a game can have in it, and since we're all using different PC's each one will handle the scene better or worse. If I remember right, default Skyrim will jump from 1.5m - 2.5m triangles at any given time outdoors. If this were all quads it would be up to 1.25 million quad polygons. A game engine handles 3d assets in triangles and vertices so that's a better way to look at it. Another thing to consider is the draw call, this has a HUGE impact, and the number of materials and lights in the scene being called will affect this greatly; so it kinda goes beyond just raw vertex / tri-count. The limiting factor is the CPU / GPU / and available memory (everything is sort of a pipeline, one affecting the other); drivers can impact the performance too. The physical size of a mesh is sort of relative; games are built on a power of 2, sort of base scaling, and everything is built off of that. An example is a character being 128x32 units is size. 6' ish. Skyrim was released in 2011, with consoles in mind. Considering current desktop hardware id probably keep the entire scene around 3-3.2 million tris, but even then, how many lights and materials will you be needing? Also, here's a great read on building modular environment related to Skyrim. http://www.gamasutra.com/blogs/JoelBurgess/20130501/191514/Skyrims_Modular_Approach_to_Level_Design.php Edited April 22, 2015 by Angilla Link to comment Share on other sites More sharing options...
Impulseman45 Posted April 23, 2015 Share Posted April 23, 2015 The maximum poly count in a nif file is 65000k, but that would be very heavy for your graphics card to render. As a rule most Skyrim nifs have a poly count below 10000k, most in the 3000 to 5000 for larger and more complex meshes. Having a single mesh with a poly count that would equal several standard meshes in size again will kill performance. Most good 3D tools have ways of culling the poly count to a more usable level. Yes you will loose detail, but its a balancing act. Link to comment Share on other sites More sharing options...
amycus Posted April 25, 2015 Share Posted April 25, 2015 If you want me to, I would be willing to take a look at it. Call me weird, but this is one of the parts about modding I enjoy. Upload it as an .obj and I will take a whack at it. Link to comment Share on other sites More sharing options...
Ceruulean Posted May 2, 2015 Share Posted May 2, 2015 Well, while the poly count is high you'll have to bake normal textures or something like that; the normals contain all the details and bumps and stuff without the polygons killing performance. Link to comment Share on other sites More sharing options...
johnskyrim Posted May 9, 2015 Share Posted May 9, 2015 Look into retopologizing your mesh and then projecting the old details onto it :) Link to comment Share on other sites More sharing options...
yourenotsupposedtobeinhere Posted May 9, 2015 Author Share Posted May 9, 2015 Look into retopologizing your mesh and then projecting the old details onto it :smile:Sorry, I should have mentioned. Tamira and I have fixed the mesh, dropping the poly count by several hundred thousand by removing non-essential parts. Thank you to everyone for your support! Link to comment Share on other sites More sharing options...
yourenotsupposedtobeinhere Posted May 9, 2015 Author Share Posted May 9, 2015 (edited) dp :( Edited May 9, 2015 by yourenotsupposedtobeinhere Link to comment Share on other sites More sharing options...
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