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Maxunderground news unavailable

How many is too many?
show user profile  Nickq
So i'm just experimenting a little with level design. I'm not a professional or anything I'm still waiting to go to school. although I was curious to know. how many polygons is too many if you're making a small level? a level similar to something you would see in an fps?
read 840 times
6/29/2011 3:15:03 AM (last edit: 6/29/2011 3:15:03 AM)
show user profile  gogodr
depends of the amount of data to be processed but in the UDK forum a guy posted something I see like really useful information.

Gears of War, Xbox 360, 2006
Wretch - 10,000 polygons with diffuse, specular and normal maps
Boomer - 11,000 polygons with diffuse, specular and normal maps
Marcus - 15,000 polygons with diffuse, specular and normal maps

Hello there

beautiful ;3


read 832 times
6/29/2011 3:21:50 AM (last edit: 6/29/2011 3:21:50 AM)
show user profile  Nickq
ahh I see. I was thinking about downloading UDK and checking it out. Is it a standalone program or is it a plugin for max or maya?
read 830 times
6/29/2011 3:23:38 AM (last edit: 6/29/2011 3:23:38 AM)
show user profile  LionDebt
This question won't get a serious answer other than 'how long is a piece of string'.

Basically, find a balance between optimising your models, and retaining their detail. The lower the triangle count - the better it will be for low-end systems running your end product.

'low poly' and 'high poly' don't have determined values.
read 829 times
6/29/2011 3:24:39 AM (last edit: 6/29/2011 3:24:39 AM)
show user profile  Nickq
Ok that makes sense. I was just curious how it all came into play. I'm going to start designing a level. I don't know that i'm actually going to make it into a game. Just something to play around with. I used COD's level editor before and that was a fun. I've always been interested in doing level design and i'm decently fluent in max. I'm waiting until my wife graduates in the fall before I go to school. I'm trying to learn everything I can now so any info you guys can give me would be great!
read 823 times
6/29/2011 3:32:02 AM (last edit: 6/29/2011 3:32:02 AM)
show user profile  LionDebt
Haha... love being ninja'd when I start a post off like "this question won't get a serious answer"... Thanks gogodr!

Anyways, yeah, the Unreal Development Kit (UDK) is a standalone program which houses the Unreal Engine. It's not much use without a lot of your own assets (created through Max/Maya/Mudbox/Photoshop etc), but when you have a lot of stuff to populate your levels with, it really takes shape.

Good luck to you!

read 819 times
6/29/2011 3:44:49 AM (last edit: 6/29/2011 3:44:49 AM)
show user profile  Mr_Stabby
Poly count in 3d games isnt a major performance issue actually, the performance difference between a 10k and a 100k model is under 10% on the computational side. The real reason to limit polygons is memory and cpu/gpu bandwidth bottlenecking which has found a decent solution lately with hardware tesselation. So if you're aspiring to create models for 3d games in the future you should focus on subdivision type work flow to produce lowish poly base models that unwrap/skin well and high poly detailed models on top of them to get that displacement map.

read 804 times
6/29/2011 4:29:02 AM (last edit: 6/29/2011 4:29:02 AM)
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