Home   Help Search Login Register  

Author Topic: Polycount vs LOD  (Read 1769 times)

0 Members and 1 Guest are viewing this topic.

Offline icarus_uk

  • Members
  • *
  • LiarLiarPants Inflame True
    • [furryclan]
Polycount vs LOD
« on: 21 Jan 2003, 02:13:53 »
So what numbers am I aiming for here?

The LOD for the furthest view I understand can just be a plane with the gun picture on it. But what about the closer ones?  

0.350    -  I assume this one is for the distant view.
0.750
1.000        }These here are varying distances from the weapon?
1.500
Memory
View - Pilot      -    And this one is first person?

But what are the rought polycounts to aim for?  I already have a model I just need to know which LOD its suitable for.


SFG

  • Guest
Re:Polycount vs LOD
« Reply #1 on: 21 Jan 2003, 05:19:39 »
You got the pilot one right. Thats for first person.
The other lod numbers are: lowest = closest | largest = farthest. So you would want to have your simplest model in a larger number lod.

Offline icarus_uk

  • Members
  • *
  • LiarLiarPants Inflame True
    • [furryclan]
Re:Polycount vs LOD
« Reply #2 on: 21 Jan 2003, 13:35:13 »
So what are the rough poly counts I should be aiming for for each LOD?

Offline SelectThis

  • Former Staff
  • ****
  • .
Re:Polycount vs LOD
« Reply #3 on: 23 Jan 2003, 15:40:41 »
What you want to try to do is progressively reduce the face count from the first lod to around 20-50 (or less) faces in the lowest resolution lod. As a very rough guide try reducing by about 30% each time.

also, your lod that you use for shadows should be less than 300 faces.

SelectThis

Offline icarus_uk

  • Members
  • *
  • LiarLiarPants Inflame True
    • [furryclan]
Re:Polycount vs LOD
« Reply #4 on: 23 Jan 2003, 15:47:36 »
And the highest polycount I assume is for first person?  How many polys is a good number?

Offline SelectThis

  • Former Staff
  • ****
  • .
Re:Polycount vs LOD
« Reply #5 on: 24 Jan 2003, 03:20:56 »
that really depends on what you are making. If it's an object that will appear many times in a mission (eg a weapon or a tree/bush object) then you dont want to use as many faces compared to something that may only appear once (eg a aircraft carrier).

a very very rough guide for max faces (note: this is the FACE count shown at the lower left of O2).

weapons: 1000-1500
humans: 2000
vehicles: 3000-4000

with at least 5 resolution lods.

SelectThis

Offline icarus_uk

  • Members
  • *
  • LiarLiarPants Inflame True
    • [furryclan]
Re:Polycount vs LOD
« Reply #6 on: 24 Jan 2003, 12:56:16 »
Quote
weapons: 1000-1500

And here was me trying to get my gun to below 1000 :)

Thanks very much SelectThis, much abligded little lady.

Offline jojimbo

  • Members
  • *
  • I'm a BIG FAT LAZY llama!
Re:Polycount vs LOD
« Reply #7 on: 25 Jan 2003, 20:56:02 »
yes,for human lods,i have a basic guide,
usually every 2.500 degree = 50 metres

for lod 0.00000  max 2000-4000,inc hiddenSelections (HWTL):3000 max (swtl)
           2.500              1000-2000
           5.000              500-1000
           7.500              300 (shadows)can do 385
         10.000              64-100,            

tested ingame,36 high face custom playermodels in excess of 3000 faces
within courtyard on Nogova(cpu eater),with 4 panzer tanks included.
i was able to run around them all with no lag whatsoever.
however,forests on Nogova lod greedy,so make sure the textures
on the lods are good as the main lod.