Jump to content

Recommended Posts

Posted

Ahh wow this is Killzone I think. Yeah those ships look pretty high poly. I've played Killzone on the PS3 and framerate is actually really smooth. I've found there is no set guideline in place for poly count in games. I suppose the main thing you want to look for is how the game engines are going to triangulate your models, obviously more polys is more tris. At the moment one of my modular pieces for my game has over 120 tris and I get frames between 100 and 120 and that's testing with separate versions of that model.

 

Poly count isn't something I would take to much time in taking care of. For me it's just a case of making the model and then testing in the engine, if it's no good then bring it back in and redo topology :)

 

I'm a very patient person, most people may not want to work that way haha :P

Posted

@ScrotieFlapWack. I think your doing it the right way. I'm used to create very high poly objects (no poly restriction) then do a low poly version of it when the model is completed. From what I've learned most studios also work that way.

 

I think the first priority for a model is the quality.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...