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high resolution character #96525
10/29/06 19:48
10/29/06 19:48
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline OP
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AlbertoT  Offline OP
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Joined: Oct 2006
Posts: 1,245
Hello

I want to make a demo using two high resolution characters ( about 14.000 tris each)
It is a sort of talk show
The surrounding ambient can be reduced two a minimum
Assuming that the total number of tris : ambient + 2 characters does not exceed 40.000 - 50.000 tris per screen, can I expect a reasonable frame rate on an avaerage hardware
Anybody has ever done something similar ?

Re: high resolution character [Re: AlbertoT] #96526
10/31/06 23:35
10/31/06 23:35
Joined: Oct 2006
Posts: 72
New York, USA
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TFitty_Games Offline
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TFitty_Games  Offline
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Joined: Oct 2006
Posts: 72
New York, USA
why do u need so many triangles just make a model with 3ds max

Re: high resolution character [Re: AlbertoT] #96527
11/01/06 00:00
11/01/06 00:00
Joined: Jan 2003
Posts: 1,738
Nashua New Hampshire
anonymous_alcoho Offline
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anonymous_alcoho  Offline
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Joined: Jan 2003
Posts: 1,738
Nashua New Hampshire
Gamestudio can support +50,000 polygon models easily. However, the model will drain the framerate to some extent. It will be nothing major until you start adding more models, slow scripts and particles. Framerate is more than polygons. To get a good framerate, there needs to be a balance between the number of polygons in a model, the number of models on the screen, the number of portal-faces on a block, the number or particles and sprites, the number and optimization of running scripts and a few other things. So while gamestudio can support a model with +50,000 polygons, you might have to give up some particle effects or something else to maintain a good framerate.

Quote:

why do u need so many triangles just make a model with 3ds max


Doesn't matter what makes it, but how its made. If you make a model in 3ds Max, it still has to be converted to MDL, which splits polygons into triangles, in the end. A better idea would be to try to craft a model thats >20000 polygons, but looks like a 50000 poly model.


"Oh no, it's true! I'm a love magnet!" Calvin from Calvin and Hobbes My name's Anonymous_Alcoholic.
Re: high resolution character [Re: anonymous_alcoho] #96528
11/01/06 00:08
11/01/06 00:08
Joined: Oct 2006
Posts: 1,245
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AlbertoT Offline OP
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AlbertoT  Offline OP
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Joined: Oct 2006
Posts: 1,245
Quote:

If you make a model in 3ds Max, it still has to be converted to MDL, which splits polygons into triangles, in the end.




Thanks for your answer

The models I want to buy are made of quads
Do you mean that MDL automatically split the quads into tris ?
It is not neceaary to triangulate the mdoels before using them in 3dgs ?
If the model is made of 10.000 quads should I take into account about 20.000 tris as far as speed issue are concerned ?

Re: high resolution character [Re: AlbertoT] #96529
11/01/06 01:23
11/01/06 01:23
Joined: Jan 2003
Posts: 1,738
Nashua New Hampshire
anonymous_alcoho Offline
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What ever you use to convert your model to something MED accepts will triangulate it i think.


"Oh no, it's true! I'm a love magnet!" Calvin from Calvin and Hobbes My name's Anonymous_Alcoholic.
Re: high resolution character [Re: anonymous_alcoho] #96530
11/01/06 08:15
11/01/06 08:15
Joined: Oct 2006
Posts: 873
S
Shadow969 Offline
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Shadow969  Offline
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Posts: 873
don't know exactly how it is done in Max, but in Maya you have to triangulate models, and i think GS can handle only triangular polygons

Re: high resolution character [Re: Shadow969] #96531
11/01/06 09:42
11/01/06 09:42
Joined: Sep 2005
Posts: 274
Switzerland - Zurich
zwecklos Offline
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zwecklos  Offline
Member

Joined: Sep 2005
Posts: 274
Switzerland - Zurich
remember that the sizes of your textures also has a great influence on the frame-rate.

cheers

zwecklos


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