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polygon limits (Read 337 times)
Aug 31st, 2004 at 5:21pm

matthew954   Offline
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Does anyone know of the polygon limits of fs9?  I am modifying a 3ds max 5 tutorial airplane (that looks like a cessna 402).  The aircraft itself is roughly 8000 polys.  But my landing gear is roughly the same amount.  I know I'm going to have to redo the gear.  But I have no idea how many polys are too many.  Any help will e appreciated.
 
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Reply #1 - Aug 31st, 2004 at 5:26pm

Gnome   Offline
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8000?  Pah, no worries.  Smiley

My models are usually around 40-50,000 polys and my Micro turbine helicopter  at www.hovercontrol.com ; is over 70,000!

Dunno how I got away with that one as it is still reasonably frame rate-friendly.

I set my personal limit (and am constantly trying to get WAY below it) at 50,000 polys with VC.

Kevin Bryan
Unreal Aviation
 
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Reply #2 - Aug 31st, 2004 at 6:41pm

matthew954   Offline
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Thanks, I thought that it might not work.  The only game engine that i've worked with is no one lives forever.  Poly counts in that had to be very low.
 
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Reply #3 - Aug 31st, 2004 at 8:58pm

Felix/FFDS   Offline
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On landing gear - remember that a smoothed 8 sided tube is indistiguishable from a smooth 32-sided tube, especiually if it is inside another (as in compressing gear).

I am of the minimalist theory - enough polygons to fool the eye.

 

Felix/FFDS...
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Reply #4 - Sep 1st, 2004 at 8:21am

Gnome   Offline
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I'm slowly coming around to that.
Looking at some of my early renders was a bit of an eye opener.  Nuts with rounded heads, washers with 36 sides etc.


Kev
 
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Reply #5 - Sep 2nd, 2004 at 4:34pm

Abyss   Offline
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Sorry for my ignorance but how do I find out the amount of polygons in a file in 3ds max?
 
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Reply #6 - Sep 2nd, 2004 at 4:40pm

FSEdge   Offline
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Open the Utilities panel. You will see a button called "More". Select it then look in the list for "Polygon Counter" choose it and hit Open.

FSEdge
 
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Reply #7 - Sep 2nd, 2004 at 4:49pm

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Ok thanks, err would 464668 be breaking any boundries?
 
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Reply #8 - Sep 2nd, 2004 at 10:02pm

Travis   Offline
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Quote:
Ok thanks, err would 464668 be breaking any boundries?


*Hiccup*!  That's a helluva lot of polys.  I don't think FS will run that without a good five minutes of loading time.  Have you tried it yet?
 

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Reply #9 - Sep 3rd, 2004 at 1:30am

FSEdge   Offline
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Quote:
Ok thanks, err would 464668 be breaking any boundries?


Is this the poly count for the A-10? If so, you might want to consider building another one and chalk this one up to a useful learning exercise. Shoot for a count of 50K. You can use the Polygon Counter to budget you as your work progresses.

I have been in touch today with a couple members from the user group we talked about via email. Were going to take a look at it next Wednesday night, but from the feed back I've gotten back on it isn't promising.

I hate to tell you to start over. I know how long it takes a project to come together, but sometimes it's a necessary evil.

FSEdge
 
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Reply #10 - Sep 3rd, 2004 at 11:11am

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Ok It sounds as though I will have to start over, or I could remover the weaponry. Apart from a glitch with the tail section it runs fine without those.
 
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Reply #11 - Sep 3rd, 2004 at 1:56pm

Gnome   Offline
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That's a rotten shame having to start over (BTDTGGTS) but try removing surplus bits first.  Also, if it will compile then it will probably run OK....  I have also found using 'Optimize' quite useful too.


Kev
 
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Reply #12 - Sep 3rd, 2004 at 2:29pm

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This A-10 will be the
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After a little bit of work I have been able to dispose of 300000 polygons with hardly any loss of quality. I am currently at about 100000 and can keep going I think, although it does run fine in fs.
 
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Reply #13 - Sep 3rd, 2004 at 6:40pm

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That sounds hopeful.  Smiley


Kev
 
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