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how many polys maximum should there be on a bench
show user profile  badboydeebs
ok first thing is whats the maximum polys a game asks out of a park bench.

another thing is how do i get the poly display count on my view port.

read 715 times
2/20/2011 8:32:53 PM (last edit: 2/20/2011 8:32:53 PM)
show user profile  horizon
7 brings up statistics
right click the viewport and go to preferences (or is it customize?), then to statistics tab, and switch on the triangle count (that's the one that counts for games, forget the poly count)

As for the first question, it's too vague. Depends on the type of the game, on the targeted system, on the targeted minimum pc specification, on the amount of objects in the scene, on the importance of the object...

Better show us the shaded wire so we can see if the mesh is efficient

read 714 times
2/20/2011 8:36:41 PM (last edit: 2/20/2011 8:36:41 PM)
show user profile  badboydeebs
thanks here is a wireframe shot

read 705 times
2/20/2011 8:50:51 PM (last edit: 2/20/2011 8:51:04 PM)
show user profile  badboydeebs
this is with smoothing.

read 703 times
2/20/2011 8:52:21 PM (last edit: 2/20/2011 8:52:21 PM)
show user profile  horizon
Try one of these:

And do a 2 times bigger render, but crop the unneeded empty space around it

read 694 times
2/20/2011 9:22:01 PM (last edit: 2/20/2011 9:22:01 PM)
show user profile  9krausec
Haha, sort of sounded like a joke for a second..

2 polys sitting on a bench, one says to the othher,"(something witty)" and the other replies, "(something wittier)" then a fronat eats both of them...

Sorry, bored at work.

- Portfolio-

read 690 times
2/20/2011 9:23:39 PM (last edit: 2/20/2011 9:23:39 PM)
show user profile  badboydeebs
thanks horizon. option 5 worked good for me. but may i ask what you mean 2x bigger. i render 1920x1080 do you mean twice as big as that. sorry for the noob question.
read 680 times
2/20/2011 9:34:11 PM (last edit: 2/20/2011 9:34:11 PM)
show user profile  horizon
The images you posted are 1024px wide, but the bench is 1 quarter of the image, the rest being max or grass. Why?

Do a shaded wire render with that option 5, make it 800px wide, but make the bench take up the whole image

read 675 times
2/20/2011 9:37:58 PM (last edit: 2/20/2011 9:37:58 PM)
show user profile  Pil
Zoom in on the bench so we can see it :-)

read 669 times
2/20/2011 9:42:18 PM (last edit: 2/20/2011 9:42:18 PM)
show user profile  badboydeebs
ok i get you brb
read 666 times
2/20/2011 9:45:27 PM (last edit: 2/20/2011 9:45:27 PM)
show user profile  badboydeebs

i hope this is ok
read 664 times
2/20/2011 9:52:47 PM (last edit: 2/20/2011 9:52:47 PM)
show user profile  horizon
woot, that's not efficient at all for a low poly model.
what are those double edges on the top beam for? And why are there so many on the straight part? You don't have to model it all as one mesh, it's even recommended to split it up if you can save tons of polygons with it.

Most of the parts there should just be chamfered boxes, like the legs and arm rests, but you've got tons of geometry that serves no purpose there

read 656 times
2/20/2011 10:05:03 PM (last edit: 2/20/2011 10:05:03 PM)
show user profile  K-tonne
mesh looks watertight for the most part- you could drastically reduce the polycount by using elements enabling you to get rid of allot if not all of the supporting edges- the edges needed to add an extrusion on an otherwise flat piece of geometry
maybe under 2000 polys for a detailed bench- 500 for a plain one- wouldn't be overkill these days
anything over 42 and under 2000 polys for this i should think depending on eventual use

Website and Portfolio

read 654 times
2/20/2011 10:07:08 PM (last edit: 2/20/2011 10:07:08 PM)
show user profile  badboydeebs
the double edges follow from the slats in the middle giving it a slight curve. everything is detached already so i know i can remove half of those edges but personally i think it looks wrong when a edge dont looks as if it flows around the model.

i have the same problem with cars, you model the bonnet seperate and detail it but because its seperate from the rest of the car the edges look as if it stopped if you know what i mean.

can you explain to me what dont matter and how it should be when flowing with models.
read 652 times
2/20/2011 10:18:45 PM (last edit: 2/20/2011 10:18:45 PM)
show user profile  horizon
>>i think it looks wrong when a edge dont looks as if it flows around the model.

Perhaps, but it doesn't contribute to the shape at all when you turn off the wire, so in the end, it's just unnecessary load on the game engine and your system.

read 643 times
2/20/2011 10:59:36 PM (last edit: 2/20/2011 10:59:36 PM)
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