Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: MeekGeek on November 19, 2004, 03:50:23 am
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Now... I know what the OLD standards were, I read them in some tutorials, but when it comes to the more modern FSO setup, I could use a little confirmation as to the appropriate levels for polycount!
For Fighter craft, I have been budgeting for a maximum of 2000 polys. This is on the assumption that there could be 10+ small craft in close proximity. Lower detail models of 60% and 30% detail are planned.
Small capships ( Corvette / Frigate sized ) 4000 max. Again, 2 levels of lower detail are planned.
Big Capships....Assuming that there will not be many of these....can I go to 10K ????
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I'd go more or less with that.
My personal levels go about 3-4k for fighters (including pilot & cockpit model), and 5-8k for capships (including turrets & turret debris).
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Freespace uses 4 LODs so you'll probably need to plan for 80%, 60%, 40% and 20%. Of course, by the time you get to LOD4 you're looking at something like 10 polies. The Orion's lowest LOD is 6 polies.
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Nah, you can modulate the LOD distance and use higher-count lods but just closer in.
I tend to go something like, i.e. 3000, 1500, 650, 200. LOD0 usually has a lot of easily droppable polys, in particular, from subobjects or due to transparency use.
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feel free to take advantage of the uber high poly limits, just be effietient with your use of them, ive seen crappy models using tonnes of polies. and remember a good texture can make even the worst models look good.
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*cough**cough* ravana *cough*
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Originally posted by Liberator
Freespace uses 4 LODs so you'll probably need to plan for 80%, 60%, 40% and 20%. Of course, by the time you get to LOD4 you're looking at something like 10 polies. The Orion's lowest LOD is 6 polies.
Would that be the uber-rectangle of doom? :p