BF2 assault rifle tricount recommendation is around 3000 tris.
However it looks like this got something like 50 000 – 200 000 tris. Atleast the scope and rails are way too high poly…
You can't have a turbosmooth modifier on a game model. Drop the smoothing modifiers and post a wireframe render and accurate tricount please
' ' wrote:
Check your viewport configuration to make sure that max is counting your polycount right. It should be always counting tris because all game engines turn every poly into triangles when you export them.
Customise -> viewport configuration -> Statistics. Thick the 'triangle count' and 'total' options. Now if you press 7 it should show correct count in the viewport.
Very nice man!! Cant wait to see some skins.Why do we need the EoTech sight too? BTW what will be the marksman rifle?
[R-DEV]DuneHunter - No offense to any female gamers, but never, ever underestimate the amount of havoc a woman can unleash upon innocent unsuspecting electronics.
Yeah, *very* nice model but I was thinking the same thing as the others when I saw it - it looks way too high poly.
Killerekpl wrote:Better to much polys then to not enough polys
I can delete some details...
In games it's not better to have too many polys unless you want everyone to lag like crazy. And to the guy who said this is 2007 and we can handle the polys, well, no we can't really. How many PR players even have a computer from 2007? A high poly gun model means that every map will lag when you are using that gun.
danthemanbuddy wrote:Why not keep it a high poly, this isn'y 2005 anymore, we can all run this game pretty good.
Theres a difference between having it at 6K and 50K Imagine running around where your first person gun was 50,000 poly's and all the third person's were around 15K. You would lag like crazy.
it's 8k right now and cutting down on them should be easy...
Should be easy to get down to lower poly count. Keep in mind that skinning and bump maps adds a lot of polys (or at least the impression of a lot of polys). 4k is fine, above 6k is a problem.
'[T wrote:BludShoT']Yeah, *very* nice model but I was thinking the same thing as the others when I saw it - it looks way too high poly.
In games it's not better to have too many polys unless you want everyone to lag like crazy. And to the guy who said this is 2007 and we can handle the polys, well, no we can't really. How many PR players even have a computer from 2007? A high poly gun model means that every map will lag when you are using that gun.
Yeach, a mean it's not a problem to cut it down. I delete the subsurf, and i think there will be something about 3000 polys. Or i will try with an another modifer like smooth.