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A reasonable poly count for Skyrim models?


Hagroth

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What about a castle?

 

A castle is a scene, not a model. Each piece is a model, or a piece of a tile.

 

for a ship I would pump way more than 4k tris into it. It's not an iphone game lol.

4k model is enough for the outline of the ship. Details are most liely other objects, so that is not counted.

 

There is a different between "scene" and "model". A scene is everything the camera sees, a model is a simple object.

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I always preferred to think of polycount as density rather than just the whole model. Of course White Gold Tower has a pile of polys, it's bigger than the usual breadloaf. So if your item is one gigantic object, you'd want to make the poly count in it even all over it and not make some areas overly detailed compared to the rest. Consider, if it's huge like a castle, breaking it up. Makes it a little easier somehow.

 

Performance is what polycount affects, and that varies a lot between people. So you might want to cater to people with good or bad computers, etc.

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What about a castle?

 

A castle is a scene, not a model. Each piece is a model, or a piece of a tile.

 

for a ship I would pump way more than 4k tris into it. It's not an iphone game lol.

4k model is enough for the outline of the ship. Details are most liely other objects, so that is not counted.

 

There is a different between "scene" and "model". A scene is everything the camera sees, a model is a simple object.

Yes a castle is a scene and as such woudl probably be split into several object easier and faster to load than a whole supermodel , also it woudl allow texture splitting that also come to aid the process of texture streaming , I know that for the normal casual modder this stuff is not much significant and they just want to add fun stuff , it was like that that I begun too , but then adding fun stuff over fun stuff make the game unplayable , so is better to have an eye on the polycount and texture size .... this is why I usually do not download useless mods that just add overexagerated texture dimension to tiny objects or not predominant in the scene ....

 

 

Is not that you have to make a game but mod it in a way that is satisfactory , eye pleasing and performant , at least this is my way now .... Back in the past when I first started 3d and modded morrowind making the Narsis City , I was not aware of all this stuff and I created very nice polymonsters that summed one upon the other made the game lag for most pc users that didn't had a superpc to run the mod on ...

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What if the castle is one model, not including doors?

 

Then you would get very low ress texture. But yes, then it would be a model and you'd need about 30k polygons. It would still be a scene though, but also a single model.

 

A castle would be made with tiles, hopefully. That would save time and energy, and use minimally texturing. That would mean a model would have 1 - 500 polygons, and you'd have up to 30 models there. The scene would then have 15 00 polygons in the scene, and probably another 20k from random objects and assets.

 

A scene is what the camera see at any given point. That scene can contain as many models as it wants, it is still a scene. That is how polycount is being decided: How many polygons can the scene take without problems? Then it is up to the artist to choose a polycount per model to go under said limit.

I am not sure what the limit is on todays computers, but I can guess it is high. I also know that you do not need any super poly-model to get a good model. Here is a tileable ground texture I made, it is 1 polygon and tilable. The texture is 1024x1024 and the model is 256x256:

 

http://img27.imageshack.us/img27/3904/floortilequickrender.th.jpg

 

The render you see is 4 polygon, 4 models, and 1 scene. I could have zoomed in and have 1 model in the scene, or tile it over and have 20.

 

And yes, texture size comes in when we talk about lagging. That is why you should never hit the limit for polycount: Since the texture means a lot as well. There is rarely any texture that needs to hit 2048x2048, and most don't need to go over 512x512. I personally render out maps at 2048x2048 and downscale to 1024x1024.

 

Sorry OP for off topiccing your topic! I just want my point across ;)

I would still want a picture of the model before I could judge how many polygons that should have.

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