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2 Questions…
Posted: Fri Jul 16, 2004 11:36 pm
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?
Posted: Fri Jul 16, 2004 11:39 pm
by Zachariah
Im going to guess somewhere below 12 million polys is ideal.
Posted: Sat Jul 17, 2004 12:45 am
by TKATK
my guess would be more like 5k,the lower the better as long as it looks ok
Posted: Sat Jul 17, 2004 2:16 am
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?
Posted: Sat Jul 17, 2004 2:31 am
by Mætlöaff
*shrugs* Says 16th for me.
Anywho, this is the model I made. It's a scepter of sorts.

Posted: Sat Jul 17, 2004 4:25 pm
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
Posted: Sat Jul 17, 2004 6:48 pm
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
Posted: Sat Jul 17, 2004 10:43 pm
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…
Posted: Sun Jul 18, 2004 2:08 am
by Kaboodles
Something looks really weird in this thread...
There might be something wrong with your sig, Mætlöaff.
Posted: Sun Jul 18, 2004 2:11 am
by Mætlöaff
Whatchoo talkin' about?
I call it modern art.
Posted: Sun Jul 18, 2004 2:33 am
by Tuna_
yeah i noticed it too. Everything is way over on the right...
Posted: Sun Jul 18, 2004 2:35 am
by Mætlöaff
Fixed it. Apparently phpBB doesn't like HTML tables. I've replaced it with a lovely button.
Posted: Sun Jul 18, 2004 8:58 am
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...
Posted: Sun Jul 18, 2004 9:11 am
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.

Posted: Sun Jul 18, 2004 9:51 am
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.
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.