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what's the average poly count... (Read 294 times)
Jan 9th, 2004 at 8:23pm

dock   Offline
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for most aircraft in fs2004?
 
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Reply #1 - Jan 12th, 2004 at 11:17am

Sterk   Offline
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From 3000 to 10000 triangles or from 1000 to 5000 quads on model-I suppose...
 

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Reply #2 - Jan 12th, 2004 at 8:57pm

Milton   Offline
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Up to 2000 poly's for AI aircraft  Roll Eyes

Nice exterior models can easily run 10-20,000 on multi-engine and/or complex gear aircraft, up to 40,000 depending on desired details which include cockpit and cabin features.

A good, detailed VC which includes cabin can be 10-20,000 if it includes wings, engines, and gear views (like on high wing aircraft).  Shocked

Check the xxx.mdl files of default aircraft and compare them to your resulting xxx.mdl sizes.  My aircraft .mdl's run about the same as the larger default aircraft, yet I usually have 68-78,000 poly's total interior and exterior.

It really depends on the kind of aircraft you want to do, and its intended use.  High poly counts with optimization, frugal yet practical use of polys, and a balance of optimized textures can still be frame rate friendly, but may hurt you when you pile on AI and major airports, and in multiplayer sessions.

Regardless of size, optimizing your model and textures should always be part of the design process.   Wink

To establish meaningful averages, categories of aircraft, intended use, engine classes, gear complexities, and VC/cabin content must be considered.  Part averages would probably be more meaningful for new designers to use as guidelines.

With that said, it's all eye candy, and what most simmers want is a great panel and great flight dynamics.  These two things require almost zero polys.    Wink
 

Milton&&Dash 7, Aero Commanders, Howard 500, D18S, Spartan, XP47J, Beechcraft A28 (Grizzly)
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Reply #3 - Jan 13th, 2004 at 6:31pm

dock   Offline
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Thank you very much for all the info.

Milton, are your numbers referring to quads or triangles?

I made an F-16C awhile back, sticking to a strict 2500 tirangle limit.  However for games like FS, I knew I had much more room to play, just wasn't sure how much.
I'd like to make a higher-res version for my demo-reel, but would still like it to be a "game model".

On a related note, I attempted to put my model in FS, just for kicks, however it seems I need the Gmax FSModelExp.dle plugin that was only available in FS2002 PE? Is this true? There HAS to be another way to get that.
 
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Reply #4 - Jan 14th, 2004 at 12:41am

Milton   Offline
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Gmax's Polygon counter says 85177 but the Summary Info calls those same units Faces, so I assume they are triangles.

The plug-in is only available from FS2K2 PE until the new Makemdl SDK is released, as far as I know.
 

Milton&&Dash 7, Aero Commanders, Howard 500, D18S, Spartan, XP47J, Beechcraft A28 (Grizzly)
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Reply #5 - Jan 14th, 2004 at 1:07pm

Katahu   Offline
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Not ENTIRELY accurate.

The Gmax plugin is already installed when you download and install the latest version of Gmax from www.discreet.com

It may be a waste of time to download such a huge program [especially for 56k users] when you already v1.2 in the FS9 disk. However, if you use the disk version of Gmax, you'll still have to find the plugin. That's where the download version comes in.
 
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Reply #6 - Jan 15th, 2004 at 1:40am

Milton   Offline
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Just for clarification, are you saying that the FSModelExp.dle plugin is available with the downloaded version of Gmax 1.2 from discreet?
 

Milton&&Dash 7, Aero Commanders, Howard 500, D18S, Spartan, XP47J, Beechcraft A28 (Grizzly)
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Reply #7 - Jan 15th, 2004 at 2:14am

Katahu   Offline
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Never mind. I just checked the download version. It doesn't come with it. Lips Sealed

I guess I'm the one who's inaccurate. Roll Eyes Embarrassed
 
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Reply #8 - Jan 15th, 2004 at 6:17pm

dock   Offline
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Ah, interesting. Thanks again, looks like I'll be waiting a bit for it.
 
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Reply #9 - Jan 20th, 2004 at 12:52am

anim8r   Offline
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Just to clarify,

All poly counts should be in tris.  Additionally, under the file pulldown in gmax is a choice called "summary info" which will give the face (tri) count and vert count totals for the scene (so if you have hidden or additional geometry it will be counted).  While I do not know the specific target counts that FS or CSF uses, since I make models for games as a job, I would be inclined to agree with the 3000-10000 mark (as the exterior plane model, not including cockpits etc.)

The reason for thinking in tris is simple....thats what the video cards see.  It also makes discussion of poly counts simpler if everyone uses tris as the standard.
 
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Reply #10 - Jan 20th, 2004 at 2:47pm

dock   Offline
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Right on.

However, my modeling has mostly been for cinematics, so in my field when people say polys they are usually referring to faces (quads).  That's why I ask specifically, as to be safe.   I also use Maya for all my modeling, and Gmax/3DS only for conversions.
 
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