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Poly count
show user profile  illinois429
I have about a month's worth of experience with Max and am concerned about the poly count of my current project. This is a design for a concert hall. the roof is a NURBS u-loft, with a boolean. the columns are also NURBS u-lofts. Eventually, I will need to convert the roof to an editable poly (to apply a different skin to the inside and outside of the roof). Currently, the poly count is 15,700. I tested the count after adding the edit poly and its about 67,400. Any suggestions on how to proceed?

read 445 times
11/30/2011 7:26:46 PM (last edit: 11/30/2011 7:26:46 PM)
show user profile  Garp
What is it for? Still renders? Animation? Game?
As long as it's not bringing your comp to a crawl or making the render times skyrocket you shouldn't care much.




read 435 times
11/30/2011 7:33:24 PM (last edit: 11/30/2011 7:33:24 PM)
show user profile  illinois429
still renders
read 429 times
11/30/2011 8:04:28 PM (last edit: 11/30/2011 8:04:56 PM)
show user profile  Garp
So it's the case where the polycount is the least important, as long as it's not slowing things down too much. But 67,400 tris shouldn't be a problem. No worries :)




read 423 times
11/30/2011 8:14:03 PM (last edit: 11/30/2011 8:14:03 PM)
show user profile  advance-software
poly count aside, I am not digging that design so far.

looks more like a crazy golf course.

sorry to be so harsh. design is a personal thing so the fact I don't like it doesn't matter one bit.

+ might look a lot better when there's some detail there.
read 420 times
11/30/2011 8:17:10 PM (last edit: 11/30/2011 8:22:22 PM)
show user profile  illinois429
personal opinions aside.. i will want to eventually cover the entire topside of the roof with grass. I tried using a hair and fur modifier, but the program warned that there may be too many polys. is there a way around this?
read 402 times
11/30/2011 8:30:31 PM (last edit: 11/30/2011 8:30:31 PM)
show user profile  illinois429
btw, thanks Garp!
read 401 times
11/30/2011 8:31:02 PM (last edit: 11/30/2011 8:31:02 PM)
show user profile  advance-software
lots of ways of doing grass.

here's one way : http://mahenthinks.blogspot.com/2010/09/vray-grass-displacementits-very-coool.html

another is to texture blades onto alpha'd planes then scatter those over the surface. this is the most resource effcient but lowest detail solution.

might even end up with an actual golf course up there :)
read 396 times
11/30/2011 8:37:23 PM (last edit: 11/30/2011 8:39:35 PM)
show user profile  illinois429
Yea, seriously.. Thanks for the advice!
read 376 times
11/30/2011 9:27:36 PM (last edit: 11/30/2011 9:27:36 PM)
show user profile  dragopede
The structure reminds me of the Experience Music Project building here in Seattle. Even your current color choices for the constituent pieces are not far off, excepting maybe the floor.
read 352 times
12/1/2011 4:29:30 AM (last edit: 12/1/2011 4:29:30 AM)
show user profile  mrgrotey
Whoe dropped some swiss chees on your model? :)

And yeah 67k really isnt a lot at all. My current scene is around 8 million triangles and THAT's hurting my machine :'(




read 338 times
12/1/2011 9:11:11 AM (last edit: 12/1/2011 9:12:37 AM)
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