triss count

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Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: triss count

Post by Tim270 »

Its hard to give exact numbers, posting wire-frames and their tri count is much more helpful.

Off the top of my head I would have thought most choppers in PR are somewhere around 14-10k triangles.
Adriaan
Retired PR Developer
Posts: 5150
Joined: 2008-10-22 21:47

Re: triss count

Post by Adriaan »

Yeah, it kinda depends on what exactly the model looks like. As Tim said, 14k really is the max tris you want/need on there for lod0. Going down from there it's good to aim to get lod1 to around 50-70% of lod0. For lods beyond lod1 you can really get to cutting tris, with your very last lod (lod3 and wreck lod2 in your example) being only a simple shape representation of the object, ideally only using like 100 tris or so. Same goes for wreck models.
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Adriaan
Retired PR Developer
Posts: 5150
Joined: 2008-10-22 21:47

Re: triss count

Post by Adriaan »

In practice the cockpit interiors and stuff will probably not be large enough to even warrant a dangerously high amount of tris. Besides, there will only ever be one 1p mesh visible to the pilots/passengers. Just keep it as low as you can while adding the necessary details.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: triss count

Post by Rhino »

It very much depends on the object really more than anything else. This topic may help thou: https://www.realitymod.com/forum/f388-p ... rtant.html
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samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: triss count

Post by samogon100500 »

[R-DEV]Tim270 wrote:Off the top of my head I would have thought most choppers in PR are somewhere around 14-10k triangles.
For Mi-24 it's will be hard.Most PR choppers are flying cubes,they dont't need too many triangles,even with edges smooth by miltiply tris.Mi-24 looks like a cylider,they always will have more triangels.
For example USI Mi25 have 24k tris.
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