Fast pace cellshading flying action. Soar the skies as you take on the most vicious enemies above the ground. Experience an airborne adventure in an all new art style that will take you to something different and exciting. With the possibility to add just about anything you can imagine into the game, the sky it's not the limit. It's just the beginning.
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What is the poly budget for large aircraft? | Locked | |
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Jul 17 2012 Anchor | ||
I thought it would be something like 10k-14k polys due to the size but the B52 model that comes with the game is only a thousand polys. This model has 12 thousand, am I over budget yet (And if so then what's the best way to model the undercarriage and cargo hold)? |
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Jul 17 2012 Anchor | ||
For a big unit like that I think 15k-20k mighty be OK, assuming you won't have as many of it on screen as say, small fighters. When making a model you have to think about the final polycount of all models on screen. Also I did import models that had over 20k polys and they seemed to work fine.
Well, there really isn't a "right" way to model anything, I'd say, just try to avoid wasting polys on things that can't be seem from a certain distance, for example, my friend's plane that I imported into the game, the pilot I made for it only has 486 polys, it's really simple, doesn't even have textures, just colors, but looking from outside ingame he looks as good as the rest of the plane. Pilot upclose Outside Edited by: XN-Sigma |
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Jul 20 2012 Anchor | ||
Don’t take the B-52 that is in the game as example, that model is just a place holder. There isn’t any specific rule for the poly count of the models, but the guidelines for “official” content are: There is no limit in poly count and the game takes in consideration the model size and poly count when generating LODs, so it will adapt if the model is too complex. I’ll recommend for large aircrafts something between 8000 and 15000, although there is no problem in trespassing these limits. The cargo hold doesn’t need too much detail as it will be difficult to see the inside even if the aircraft is controlled by the player |
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Jul 28 2012 Anchor | ||
What's the recommended polycount for buildings? Edit: and is alpha supported in textures? It would help save polys when making things like barbed wire fences and ladders. Edited by: bornloser |
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Jul 28 2012 Anchor | |
For small buildings the poly count should be the same as weapons, medium buildings same as ground vehicles and super sized buildings (eg; Gaiuss Tower from ACX) same as destroyers etc. but that's just guide lines. -- Noli Timere Messorem
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Aug 14 2012 Anchor | ||
Currently at 22k and I still haven't added the doors/landing gear (which will probably be an extra 2000 the way I'm going.) I've finally got the engine casings attached to the wings and am trying to optimize the mesh some more before I start mapping/ animating it. I'll probably release a beta version and add the cargo doors/landing gear later. Edit: I got some more renders for you, please tell me if you spot any errors
Edited by: bornloser |
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