how many polys

Blitz3D Forums/Blitz3D Beginners Area/how many polys

scribbla(Posted 2004) [#1]
how many polys do you guys work on or thinks best for a main character im upto about 2000 at the moment...?
do you limit yourselves to so many for character so many for level gfx and so on...


BlueWolf(Posted 2004) [#2]
I'm pretty new to this so correct if I am wrong.

With 2000 you have quite a bit of stretch room I think with blitz the main character could well have 3,500 some polys. But the main area of slowdown in blitz is not polys but surfaces. This is the reason so many people use Single Surface Particle Systems and the like, to save fps. So if you manage to keep surface count low you can use quite a bit more than 2000.

BlueWolf


scribbla(Posted 2004) [#3]
ahhh i see said the blind man...

cheers ..i still got room for more polys then


Mustang(Posted 2004) [#4]
Most Triple-A games use these days at least 3000 polygons per character, and some even 5000-6000. For Blitz it's still better to use bit less than that but using 2000 sounds to me very good. My own game has characters with polycounts of ~3000.

Number of surfaces is VERY important speedwise; use as little as possible. IMO 2-3 should be your MAX surface count per character but one surface is best choice always :)


Ross C(Posted 2004) [#5]
Also, the more polys you have in your model, the harder it will be to animate :) Blitz doesn't have vertex weights.


Mustang(Posted 2004) [#6]
Also, the more polys you have in your model, the harder it will be to animate :) Blitz doesn't have vertex weights.


Yup. I have decided to just ignore the whole "missing feature" thing... I trust that we eventually get vertex weighting and then everything looks like it should.


Ross C(Posted 2004) [#7]
So, that would mean the .b3d file format stores vertex weights?


scribbla(Posted 2004) [#8]
ok so now i have to worry about surfaces as well.... :(

does this sound right to anyone
my plan is to model the terrain all in one big model
create the image map while its all connected this is the easy bit.

then select all the polys on the floor area, cut out and save as a separate model, when i load into blitz i will have 2 entitys so i can detect for the floor and then the wall.....but when sufaces are mentioned i have to keep this low...by preperaing my model in this way does this mean i have 2 surfaces...even though parts of the level do not touch the next part...like over a canyon

this pic might explain in better
www.colouredpixels.com


Ross C(Posted 2004) [#9]
I tend not to have anymore than 50 surfaces in my game :) I dunno about anyone else tho... IMHO, 100+ (onscreen surfaces) is too many surfaces and will start to affect speed :)