2 Questions…

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Mætlöaff
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2 Questions…

Post by Mætlöaff »

…How do you see the amount of polys in Maya PLE, and how many polys is a good amount for a weapon in UT?
Zachariah
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Post by Zachariah »

Im going to guess somewhere below 12 million polys is ideal.
TKATK
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Post by TKATK »

my guess would be more like 5k,the lower the better as long as it looks ok
Tuna_
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Post by Tuna_ »

This may be off topic, but why the hell does it say this was posted on July 17th? It is Friday isn't it?
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Mætlöaff
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Post by Mætlöaff »

*shrugs* Says 16th for me.
Anywho, this is the model I made. It's a scepter of sorts.
Image
Image
TKATK
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Post by TKATK »

how many poly's is that?i think by the looks of it you could add a few more,no need for the blog at the start of it,becouse it will mosl ikely be inside the hand,invisible
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Post by General_Sun »

Tuna_ wrote:This may be off topic, but why the hell does it say this was posted on July 17th? It is Friday isn't it?
different time zones
Mætlöaff
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Post by Mætlöaff »

TKATK wrote:how many poly's is that?i think by the looks of it you could add a few more,no need for the blog at the start of it,becouse it will mosl ikely be inside the hand,invisible
It depends on where on the hand it's placed. It's also so that the pickup mesh looks better. It was sort of a concept design for a possible magician type mod for UT that I was thinking about. Hmm… that gives me an idea for ChaosUT2…
Kaboodles
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Post by Kaboodles »

Something looks really weird in this thread...

There might be something wrong with your sig, Mætlöaff.
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Mætlöaff
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Post by Mætlöaff »

Whatchoo talkin' about?
I call it modern art.
Tuna_
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Post by Tuna_ »

yeah i noticed it too. Everything is way over on the right...
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Mætlöaff
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Post by Mætlöaff »

Fixed it. Apparently phpBB doesn't like HTML tables. I've replaced it with a lovely button.
neolith
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Post by neolith »

TKATK wrote:my guess would be more like 5k,the lower the better as long as it looks ok
You ought to keep it way below that!

Playermodels are normally below 3k, 1st person weapons below 1.5k and 3rd person weapons better be below 1k.

Of course, since rendering power keeps rising, you can go higher. But people still playing on a GFMX will propably not like your model...
And you should also make sure to use proper tri-strips, smoothing groups, uv-coordinates and vertex-weighting or else your vertices will get doubled, tripled etc. without any need to. And that's worse than having a few polys more, because it pushes up the rendering time for your model immensely...

EDIT: Can you post a wireframe of your model? The geometry would be easier to read...
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Mætlöaff
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Post by Mætlöaff »

Will do. It'll be up in a moment.
{EDIT}Here ya go. Sorry if there are any glaring rendering errors, I'm fairly new to Maya. Also, I turned the polycount on, but I'm not sure which nuber is the actual amount of polys.
Image
Image
neolith
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Post by neolith »

Mætlöaff wrote:Will do. It'll be up in a moment.
{EDIT}Here ya go. Sorry if there are any glaring rendering errors, I'm fairly new to Maya. Also, I turned the polycount on, but I'm not sure which nuber is the actual amount of polys.
There are no big errors in your model, it is actually a very good start. There are only a few things that I'd change:

The parts that I have marked red, seem to have intersecting geometry. You can just cut away all the polygons that cannot be seen including caps of a cylinder.

The green parts are unnecessary edges as they do not define the shape. Furthermore the player's hands will be placed there, so that it is very unlikely that these parts can be seen on screen. Just use a simple cylinder shape for the handle. Since you are using eight sides this would already cut down your polycount by 32.

Image

In the display you are getting in the upper left, faces are your polycount.
Unfortunately it doesn't say if that's tris, quads or n-sided faces. Since game engines render in tris only, those are the important ones.
I use max, so I don't know for sure how maya defines faces, but I can look it up if you want to.
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