Estimating polygon count size for modelers to use
by suddysud aka mrclean · in Torque Game Engine · 05/26/2006 (10:06 am) · 2 replies
Hi
I have a modeler who wants to make models for me.
He's asking me about polygon count.
I bought the adampack which uses 1216 triangles, and his LODs have 376, 196, and 100 triangles.
I don't know what that amounts to in polygons So I was thinking to tell the developer to use 1500 - 2000 triangles
Does that sound about right for a modern PC with about 1 Ghz and 1 Gig of Ram and up to a maximum of 10 models on screen? plus trees and houses?
If someone else has a better way to make estimates please let me know
I have a modeler who wants to make models for me.
He's asking me about polygon count.
I bought the adampack which uses 1216 triangles, and his LODs have 376, 196, and 100 triangles.
I don't know what that amounts to in polygons So I was thinking to tell the developer to use 1500 - 2000 triangles
Does that sound about right for a modern PC with about 1 Ghz and 1 Gig of Ram and up to a maximum of 10 models on screen? plus trees and houses?
If someone else has a better way to make estimates please let me know
#2
Unless I'm mistaken, Triangles and quads are both considered polygons. All mesh surfaces get turned into triangles when exported to DTS, which can cause confusion if your modeler is measuring everything in quads before export.
Aaron E.
05/26/2006 (1:45 pm)
Suds,Unless I'm mistaken, Triangles and quads are both considered polygons. All mesh surfaces get turned into triangles when exported to DTS, which can cause confusion if your modeler is measuring everything in quads before export.
Aaron E.
Torque 3D Owner Jon Fernback
Again, it all depends on the min spec system.