Josh Posted November 8, 2012 Report Share Posted November 8, 2012 Because I've heard the old polygon limits in the wiki are outdated, what sort of polygon counts for units and building are we trying to stay under at this point?Thanks in Advance Quote Link to comment Share on other sites More sharing options...
Khopesh Posted November 8, 2012 Report Share Posted November 8, 2012 Well, we've been trying to keep it as low as possible (around 500-800 tris) for the base human characters in this thread (before adding any armour, clothes, weapons, etc).After doing a quick search on Google it seem other modern RTS games range between 1000-2000 tris.In these games you usually only have a small zoom range, yet In 0 A.D we can zoom in an out pretty far (similar to the Total War series, but not quite to that scale). Anyway, I think the Total War series uses a range of models (high poly when zoomed in, low poly when zoomed out). I'm personally wondering if we can do something like this for 0 A.D? That way we can have better looking models (and animations) when zoomed in and still have good performance when zoomed out with hundreds of characters on screen.Just some food for thought. Quote Link to comment Share on other sites More sharing options...
Zaggy1024 Posted November 8, 2012 Report Share Posted November 8, 2012 In these games you usually only have a small zoom range, yet In 0 A.D we can zoom in an out pretty far (similar to the Total War series, but not quite to that scale). Anyway, I think the Total War series uses a range of models (high poly when zoomed in, low poly when zoomed out). I'm personally wondering if we can do something like this for 0 A.D? That way we can have better looking models (and animations) when zoomed in and still have good performance when zoomed out with hundreds of characters on screen.We've been thinking about that for a while, and we may do it, but if it requires artists to modify models, then it wouldn't be so great... Quote Link to comment Share on other sites More sharing options...
LordGood Posted November 8, 2012 Report Share Posted November 8, 2012 It would be painstaking to rebuild lower poly models yes, but given the current lag situation it might be necessary to do so.I know the lag is caused by pathing but cleaning up models couldnt hurt either. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted November 8, 2012 Report Share Posted November 8, 2012 It would be painstaking to rebuild lower poly models yes, but given the current lag situation it might be necessary to do so.I know the lag is caused by pathing but cleaning up models couldnt hurt either.Pretty much all the lag is caused by the pathfinding and AI.To answer the question, I think standard buildings can range from 1000-3000 tris, while a wonder can range up to 5000 or more (they tend to be rather large and take up a lot of the screen). Quote Link to comment Share on other sites More sharing options...
Josh Posted November 8, 2012 Author Report Share Posted November 8, 2012 Pretty much all the lag is caused by the pathfinding and AI.To answer the question, I think standard buildings can range from 1000-3000 tris, while a wonder can range up to 5000 or more (they tend to be rather large and take up a lot of the screen).What about boats and ground units? Quote Link to comment Share on other sites More sharing options...
Alevyr Posted November 8, 2012 Report Share Posted November 8, 2012 Dropping a model from hi-poly to low-poly is actually quite easy. If you're smart about it, you can keep the same UV unwrap and rigging (usually, you rig the higher poly one, and the engine matches it to the lower poly rig, as when you're zoomed out accurate rigging is less important). It would be easy, if a little time consuming, to take all the models already existing and make lower poly versions of them.Going from low to high, is a bit more difficult however. Quote Link to comment Share on other sites More sharing options...
Khopesh Posted November 8, 2012 Report Share Posted November 8, 2012 Making low-poly meshes from high poly ones is farily easy. It's just a matter of removing certain edge-loop. This way you wouldn't need to redo the UV mapping either. at the remaining edge-loops should be in the same place (usually). Even if you did move them, it wouldn't matter too much as being zoomed out far enough you wouldn't see any slight distortions.As for the texture: you can simply use the same one, but just save it out at a lower resolution. Quote Link to comment Share on other sites More sharing options...
Enrique Posted November 8, 2012 Report Share Posted November 8, 2012 Making low-poly meshes from high poly ones is farily easy. It's just a matter of removing certain edge-loop. This way you wouldn't need to redo the UV mapping either. at the remaining edge-loops should be in the same place (usually). Even if you did move them, it wouldn't matter too much as being zoomed out far enough you wouldn't see any slight distortions.As for the texture: you can simply use the same one, but just save it out at a lower resolution.I wish blender had the ability to leave the UVs intact when removing edgeloops :/@ Josh: You can try making it fairly high-poly (I mean, model without worrying about the triangle count) and remove details/polygons once you have finished if the count is too high. If you are loosing "needed" detail removing them, try to use the texture to fake that detail. Quote Link to comment Share on other sites More sharing options...
Khopesh Posted November 8, 2012 Report Share Posted November 8, 2012 I wish blender had the ability to leave the UVs intact when removing edgeloops :/Awww, really?? darn! Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted November 10, 2012 Report Share Posted November 10, 2012 Don't forget that we now support normal mapping, so that's an option too Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted November 10, 2012 Report Share Posted November 10, 2012 Don't forget that we now support normal mapping, so that's an option too And parallax, which actually gives the illusion of a million more polies. Quote Link to comment Share on other sites More sharing options...
DasBilligeAlien Posted March 12, 2013 Report Share Posted March 12, 2013 I wish blender had the ability to leave the UVs intact when removing edgeloops :/well it did work in some older version.... but i can' remember wich one. Quote Link to comment Share on other sites More sharing options...
Enrique Posted March 12, 2013 Report Share Posted March 12, 2013 I think it still destroying the UV mapping. In one of the latest versions there's a new algorithm in the decimate modifier that lets you preserve the UV mapping despite of te actual triangle reduction that the modifier causes. They could just make something similar for the edgeloops.... Quote Link to comment Share on other sites More sharing options...
Genava55 Posted January 11, 2022 Report Share Posted January 11, 2022 What is the average polygon count now? In comparison with the old total war, it seems that 800 is really low: https://www.twcenter.net/forums/showthread.php?790126-What-is-the-limit-in-polygons-for-Medieval-2-models-using-the-4gb-patch Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted January 11, 2022 Report Share Posted January 11, 2022 1 hour ago, Genava55 said: What is the average polygon count now? In comparison with the old total war, it seems that 800 is really low: https://www.twcenter.net/forums/showthread.php?790126-What-is-the-limit-in-polygons-for-Medieval-2-models-using-the-4gb-patch We have some old but relevant (because of our audience and we don't have LODs) rules about polycount: https://trac.wildfiregames.com/wiki/ArtPolyCountGuidelines, but sadly some new models broke them in a bad manner 1 Quote Link to comment Share on other sites More sharing options...
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