| 07-26-2004, 10:58 AM | #1 |
I've done nothing but modeling lately. I was wondering, what's a decent amount of poly's for a Wc3 map. I've got models that are 10kb in size, yet have 2000 polys. I've got models that are 90kb in size, yet have 300 polys. Is there a balance between the two or can the game settle for low file size and high polys? I've started making a map using models with between 1 and 2 thousand polys. There aren't very many of these models on the map, maybe 5 at the most, but I was wondering if there is a limit or what a suggested limit would be. |
| 07-26-2004, 10:59 AM | #2 |
most people will run around screaming about blizzard's limits (about 700 for normal units, 300 for workers, 1500 for heros ect) which were based on older computers (much older computers) If you can keep the KB size down and you arnt making a footmanwars style map then anything under 3000 is perfectly fine. |
| 07-26-2004, 11:20 AM | #3 | |
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Ah.. that saves me so much. I had all these models and i didn't know if I'd be able to use them later in my map. Not they won't be spawned by the millions like a footman map, more like unique units or doodads in an rpg map, the kind you only see once. |
| 07-26-2004, 05:43 PM | #4 |
try making higher polies in things that in game you almost never do in masses or is just 1, example try making hereos about 2000-1500-2200 max, because is not unit that every1 have and comonly is just 1 in a game, but remenber that it will be more difficult to animate and UNWRAP.For comon units, made them between 500 and 1000 poligons, better for 500 but if you have no other choice make them higher, try using tools, like multi res to rest faces or setting battlements to plane, remenber less polies, better and easier, and also when you edit a model make it an editible poly, to make it easier, is important, cause mesh uses triangles, that can add you some unwanted poligons during editing, and after editing it turn it to mesh, because mdx* uses triangles, not poligons. |
| 07-26-2004, 06:27 PM | #5 | |
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Well, the reason I was asking is because I'm going to start working on another project soon. I'm making several aircraft for the project too. I've started working on an F117 and the polys have gone up to about 2200. I've completed an entire line of other aircraft and the polys range from 400-1700. Now there will only be say, 10 different aircraft in the map, and 1 or 2 of each at the most. They won't all be in the map at the same time, but summonables or summoned on special events. |
| 07-26-2004, 06:55 PM | #6 | |
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oh ya, something like this |
| 07-26-2004, 07:00 PM | #7 | |
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Yeah, something like that. |
| 07-27-2004, 10:45 AM | #8 |
UVWing and Animating isnt harder when you get higher polies, and anyway, most people dont appreciate a good, unstretched UVW when they see one these days anyway *disgruntled look* |
| 07-27-2004, 11:07 AM | #9 |
hah, the amount of times i've decided to skin a model only to discover an important part has screwed over wrapping... |
| 07-27-2004, 11:58 AM | #10 |
yay, Pheo knows a bad UVW when he sees one, heres a sticker! |
| 07-29-2004, 01:24 PM | #11 |
Alpha Disjunction and I have tested, and warcraft 3 can handle about 300,000 polygons in units going at a decent framerate (This is all on screen) on a normal machine. (i.e. 300 1000 polygon models on screen without slowing down) So, let loose. |
| 07-30-2004, 01:36 AM | #12 |
only 300,000? I got 1.2 million without any lag (singleplayer) so either you used a bad computer, a bad 3D card, or i did something horribly wrong. |
| 07-30-2004, 01:46 AM | #13 | |
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So let me get this right... you can use up to 1 million polys with no lag in single player? I've made extremely high poly models before, and never thought of converting them to be used in Wc3 because of the high polys. I have regular characters, that can be used as bosses, with roughly 6k polys. I've created an extremely detailed siege tower with over 300k polys, and I've modelled Diablo from the Diablo 2 game with roughly 750k polys and never thought of converting him. You said he must've used a bad computer? What are you computer specs Pheonix. One more thing, does Yogbul's file converter convert models with over 2k polys? Because so far its been unsuccessful everytime, even after double checking my models for errors or anything that wouldn't allow it to be converted successfully. |
| 07-30-2004, 03:29 AM | #14 |
I dunno about yobglues. But heres my DxDiag stats. |
| 07-30-2004, 03:44 AM | #15 |
Same processor as me, half the RAM, same video card.. I'll start making HIGH poly models and import them into Wc3 to see my results. Btw, when you said 1.2 million polys, how was that distributed? Did you import custom models to see how many polys Wc3 could handle? If so, what was the highest number of polys on a single model? I want to import some models with high polys, but I don't want to over-do it and screw something up. |
