May I ask the Uber Ones a question on Artwork?

Discussion in 'Planetary Annihilation General Discussion' started by mushroomars, April 25, 2013.

  1. mushroomars

    mushroomars Well-Known Member

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    What are your polycounts for any units you've finished? I'm starting work on some concept models which I hope to use in-game, but I've already gotten the T2 Engineer up to 2663 tris. I know that wouldn't be acceptable in the past, and it probably still isn't, but I need something to compare to. For all I know, this new-age engine of yours is unbelievably efficient and you can field FPS-levels of detail, and just choose not to for the sake of brevity.
  2. acey195

    acey195 Member

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    Video cards and CPUs have come a long way since 2003. A general rule is, that the polycount of units is multiplicative. if you have a unit which uses 50.000 tris, but you can only have one of these units, it will still run fine on hardware from 3 years back. if you have 50.000 units with one triangle, very large chance that this will be heavier on your machine, although it is no longer limited by the video card, but by the CPU. Triangle counts will affect the rendering times, but way more so if those same triangles are used for collision detection. However since the game possibly runs the physics on a offsite server, this may not be a problem at all.

    From what I have heard the engine uses some nifty tricks with instancing which should allow for more of the same units against relatively low cost.

    That said, do you actually need 2663 triangles to visualize your Engie? because I think you can probably leave out a lot of detail you are never going to see anyway, remove subdivisions that do not change the shape of the object or lower the curve resolution of your mesh.

    Unless you are purposefully creating a hi-def unit pack mod for those with more beefy machines, then just go for it :p.

    Also please share a screenshot of your design if you want more specific tips on how to lower the poly count without sacrificing too much detail.
  3. thygrrr

    thygrrr Member

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    Slightly related:
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