Poly Limits
by Chris "DiGi" Timberlake · in General Discussion · 04/17/2004 (2:41 pm) · 15 replies
Ok, i heard a report that the torque player model was like 12 k. Not sure if its true or not. But, i'm thinking about talking my friend into working on a racing game on torque, and i'm wondering what the max poly limit for a car model would be, tehre would be no player in the world, the player would be the car.
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#2
04/17/2004 (3:24 pm)
Aight thnx
#3
04/19/2004 (11:11 am)
Not true - there is a limit in the exporter for number of polys due to the variable types used. It is, however, a very large number, and it is a limitation in the Max exporter, not the engine itself.
#4
04/19/2004 (11:25 am)
Amend that - it is actually number of verts that counts, I think that weird things start to happen at 65k +
#5
Which exporter would you be refering to? Milkshape? 3DSMax? Blender?
Just curious.....
04/19/2004 (11:58 am)
Alex,Which exporter would you be refering to? Milkshape? 3DSMax? Blender?
Just curious.....
#6
Unless you segment it into multiple meshes, then you're ok. :)
04/19/2004 (10:57 pm)
The engine uses 16bit datatypes, so at 65k you start getting wrap around...Unless you segment it into multiple meshes, then you're ok. :)
#7
04/20/2004 (11:48 am)
Oh boy, a roof at 65k verts/model... where is this world coming to, what's the point in continue developing!! ;-D
#9
04/21/2004 (7:36 am)
I've found that the engine crashed when i tried to load a model with 35k polys but it worked at 30k. I'm guessing that the limit is 32k verts per mesh. I think (didnt count but it was a lot) i've made a player with more than that in seperate meshes and it worked fine.
#10
It was the Max exporter I was refering to, not sure if this problem occurs in other exporters.
If you need more than 20k polys to make a character, you are probably putting in more detail than you need. Do the fingernails in texture, for gods' sake!
04/21/2004 (10:58 am)
No, a 35k poly mesh would have around 65k verts after all of the triangle stripping and so forth, I'd guess.It was the Max exporter I was refering to, not sure if this problem occurs in other exporters.
If you need more than 20k polys to make a character, you are probably putting in more detail than you need. Do the fingernails in texture, for gods' sake!
#11
04/21/2004 (12:10 pm)
So over all, all the models in the world cannot reach a combind ammount of 65K polies?
#12
04/21/2004 (12:14 pm)
No Chris, that's not what they said. :P ONE mesh cannot exceed that, if you use multiple ones - you're fine.
#13
I haven't found a lot of situations where you could gainfully spent that many verts on a player model - that would give you at LEAST 70k triangles. In best case, many, many more.
04/22/2004 (3:28 pm)
And you can use multiple meshes in a single model. Maybe split each limb into a seperate mesh. Then you could have something like 200k verts in a model without a problem.I haven't found a lot of situations where you could gainfully spent that many verts on a player model - that would give you at LEAST 70k triangles. In best case, many, many more.
#14
No, that is not at all what was said. Allow me to reiterate: 65k VERTS per MESH in a single model. By having more than one mesh in a model, you can have more than 65k verts in a model.
The number of verts displayed in the world is limited only by your graphics card performance.
edit for spelling
04/22/2004 (5:25 pm)
@Chris: Quote:So over all, all the models in the world cannot reach a combind ammount of 65K polies?
No, that is not at all what was said. Allow me to reiterate: 65k VERTS per MESH in a single model. By having more than one mesh in a model, you can have more than 65k verts in a model.
The number of verts displayed in the world is limited only by your graphics card performance.
edit for spelling
#15
04/22/2004 (5:25 pm)
RTFP.
Associate Kyle Carter
The Torque player model is about 2-3k at maximum detail, and much less at lower detail levels.