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Polygon count


okokokok

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Hi, im making a new sword for oblivion, and my sword has a poly count of 67225 right now, and its not done yet.

 

You think thats too high?

 

 

 

 

http://s4.postimage.org/idsef6n8/Mana_Shifter_close_up.png

 

http://s4.postimage.org/idu1yj50/Mana_Shifter.png

 

http://s4.postimage.org/idvphvms/Mana_Shifter1.png

 

http://s4.postimage.org/if9bmag4/Mana_Shifter_close_up_2.jpg

Edited by okokokok
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Hi, im making a new sword for oblivion, and my sword has a poly count of 67225 right now, and its not done yet.

You think thats too high?

 

I'm not a modder for oblivion specifically (found this thread in the field of the most recent created ones), but that sounds like a very, very high poly count, especially for a sword. And you should always aim to have a low polycount number.

 

Since oblivion isn't my main field as already stated I searched around and found this from Vagrant0 (http://www.thenexusforums.com/index.php?/topic/134031-polycount-question/):

"My general rule of thumb with poly counts is based on what it is you are doing, and how many instances of that object there will ever be. Although the game makes use of instancing when multiple of the same mesh are being displayed, there are some cases where this doesn't always get factored, such as the same weapon being both on the ground and being wielded. There is however a limit to how much resource saving can be done with repetitive elements, especially with statics.

 

For weapons, it's best to try and stick below 1500 tris if the weapon will used by more than just the player, 2500 if there will only ever be one instance of the weapon."

 

Some general tips:

1) it will be easier to give you advise if you show us your reference pic, and a screenshot of your current wireframe.

2) You can reduce the poly count by adding all the smaller details with a normal map (and a displacement map for even more detail, but considering oblivions age I doubt the engine support it). I usually only let the mesh show all the detail that should be seen in perspective, that is, details like smaller bumps, inscriptions and other patterns in the armor is added with a normal map.

Here is an example of the effects of normal map and displacement map:

http://www.cnjmultimedia.com/genetica/tutorials/Tut_02-Normal_Bump_Maps_1/All%20maps.jpg

And note, the mesh itself is a simple plane

 

Edit: I see you have updated with screenshots. A wireframe would be good too, but I have a feeling that this piece in particualer is the main culprit:

http://s4.postimage.org/7ln4r8g2r/Mana_Shifter_close_up_2.png

about 99.9% of those "scales" could be created with a simple normal map. I would in fact have assumed that it was a normal map if it wasn't because there isn't much detail in the other pieces and you said it wasn't done, so I assume it doesn't have a UW map yet.

Edited by amycus
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yeah, scales is the culprit. But it looks sooooo cool!

Converting the shape to a "plane and normal map" sounds like a lot of tedious work. You mentioned my models lack of detail in other areas; any idea how i can make the other pieces of the sword better? No i haven't UVW mapped and textured it yet. so everything you see is really there.

Edited by okokokok
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yeah, scales is the culprit. But it looks sooooo cool!

Converting the shape to a "plane and normal map" sounds like a lot of tedious work. You mentioned my models lack of detail in other areas; any idea how i can make the other pieces of the sword better? No i haven't UVW mapped and textured it yet. so everything you see is really there.

 

In That case: Let me first just stand in awe of your skill in making those scales into the actual mesh itself. I don't think I could have recreated that (into the real mesh itself) even if I tried. Sadly (or lucky for me at least :dance: ), those details can be recreated with maps that requires much less memory in comparison.

 

And if you think you will miss the sweet details, Don't. You can recreate them through either normal or displacement maps (or both). If we take the previous picture I discussed: If Oblivion does support displacement map then I could easily recreate that result to 100% when rendered. If it doesn't, I would rely on normal maps, and be able to recreate it to 99%. The 1 % missing would be the scaly edges. It can't alter the Silhouette in other words.

 

As for the rest of the detail of the sword.:Just keep it simple for now, and then you can add cracks and other details to the sword with a normal map so it looks less like plastic.

 

EDIT: AND NO :facepalm: , I didn't say that you should just work from a plane mesh. Let me explain it like this: Do the mesh so that it shows the Silhouette of the weapon no matter how you turn it. The rest can be added with normal maps. So as far as I can see the sword looks like it should now, except for that scaly piece I already told you about. Make another that looks exactly the same but without the scaly pattern. You only need to redo that specific piece. And again if you show me the actual wireframe I can give better comments about the rest too.

Edited by amycus
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well, when i said shape i actually just meant the scales, and as they are now they are not even real 3d, in that they have no "backside" if you know what i mean. So the model isn't done yet. I'm not sure what program you use to model but if you would like it, i will happily send you the entire scene. I am using 3ds max 2011. If that sounds like to much trouble however i have the opportunity to upload the Wire-frame pictures you wanted, tomorrow.
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well, when i said shape i actually just meant the scales, and as they are now they are not even real 3d, in that they have no "backside" if you know what i mean. So the model isn't done yet. I'm not sure what program you use to model but if you would like it, i will happily send you the entire scene. I am using 3ds max 2011. If that sounds like to much trouble however i have the opportunity to upload the Wire-frame pictures you wanted, tomorrow.

 

I'm actually using 3ds max too. If you want me to look at it you can export it as an .OBJ an send it to me with a pm (others have sent me their .max scenes before, but there is usually always some trouble when opening them). I really need to go to bed now though, so I won't be able to take a look until tomorrow.

Edited by amycus
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