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Re: triss count
Posted: 2012-10-13 17:19
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.
Re: triss count
Posted: 2012-10-13 17:30
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.
Re: triss count
Posted: 2012-10-13 19:37
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.
Re: triss count
Posted: 2012-10-13 22:05
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
Re: triss count
Posted: 2012-10-14 07:09
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.