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Polycount - Printable Version

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Polycount - Treewyrm - 09-10-2007

I'd like to know what is the average polycounts for ship classes? Surely they have to be higher than for vanilla ships since we all have better hardware these days to allow more detail in models, but how really higher they get? Asking this because I'm currently working on two ships (fighter and gunboat for undisclosed faction), both are complex and round-shaped so they can chew up a lot of polygons easily and I'd like to maintain balance that would fit Freelancer.

Perhaps this has been asked before but I could not find this information (should be in sticky topic I suppose).


Polycount - legeonation - 09-10-2007

What I've seen so far:

Some of the Vanillia ships run under 1000 triangle polygons. Most of the ship's I've done range from 1200 triangles to 2000 triangles. As a rule of thumb try to I keep polygon counts between 1000 and 1600 triangle polygons. Though for each ship I work in quads. Also another tip to remember is that for every quad sided polygon you're using 2 triangles. The CMP viewer will only like models with triangles.

Hopes this helps to sort out polygon counts for fighters and bombers


Polycount - Vaporlinx - 09-19-2007

i tend ti stick to 1000-2000 for fighters 2000-3000 for destroyers, 3000-4000 for cruisers and 5000-7000 for battleships. The bretionian battleship is about 5000 polys, and the largest model ive seen is a space station at a little over 10000 polys.


Polycount - yurineova - 09-19-2007

Yes, Epyon's Spyglass was like 13,000... MS3D always crashed 5 min after I textured it, making my life a pain in the butt.:D


Polycount - Treewyrm - 09-20-2007

Thanks for replies. I'll consider those numbers when optimizing my models. Now I'm going back to 3ds max, photoshop and i-tex!


Polycount - Vaporlinx - 09-20-2007

I want 3ds max!


Polycount - Eppy - 09-20-2007

I might be able to help you there... I'll tell you when I know.