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View Full Version : How many Polys are too many for RCT3?


sebar
01-13-2006, 03:19 PM
Thats the big question so those who know, please weigh in. It will give others a general idea how many polys or vertices they should try and be under....besides, we don't wanna ;) break Braben's game.

Phil
01-13-2006, 03:21 PM
Try to keep models around 250 polys I would say. Such small models can have much less polys and they will look good, especially with a very good texture. I would say 750 has gotta be the absolute max and 500 is probably a little over the top.

So yeah, around 250 polys I'd say? Obviously for intricate models. Walls and pipes etc should be NO larger than 15 polys.

Guybrush_47
01-13-2006, 03:27 PM
This is how i see it.

Walls themeselves should be no bigger than 100, 150 for a special 'one placement' wall.

For objects, just think about how often they'd be put in a park. Pathside objects shouldn't be any bigger than 50.

Small objects go for 100-150ish
Medium 100-300
Large 250-500

Other than that use common sense, let the textures do all the work for you. Allow the models to represent the shape.

Phil
01-13-2006, 04:10 PM
Walls should be 100-150? That's stupidly stupid. A wall has 6 faces right? Therefore 6 polys (12 when made in 3DS Max or similar program)

Guybrush_47
01-13-2006, 05:23 PM
Your forgetting, Take Shyguys walls for instance, he has a fair bit of detailed modelling on some of those walls. Look at his walls, the glassed walls in particular. http://img300.imageshack.us/img300/4103/wall4em.jpg

That sir is not 12 polys. I would guesstimate the 3h wall below the watches sign on the right to be about 80/90 polys in total.

So actually, 100 is about right, my walls all tend to be less than 50. I try not to go above 75 myself. But i understand that special walls, like my gate needs to be a little higher.

Phil
01-13-2006, 05:24 PM
I get ya point. I was only thinking basic walls really. *bangs head on table*

wabigbear
01-13-2006, 06:25 PM
Of course Braben could offer some general guidelines that aren't revealing any trade secrets to help make sure people don't break his game...

iceatcs
01-13-2006, 06:29 PM
350 or over it will start disappear in short distance than the original pieces, but higher polygons will get shorter distance. But I've learned that if the model is big the distance will be little further.

computertech82
01-13-2006, 08:08 PM
Size of the texture used is important as well.

sebar
01-14-2006, 07:56 PM
Yeah I have one model with like 67,000 polys....was just curious. But these guidelines should help others in their modeling efforts. Thanks guys.

Phil
01-14-2006, 08:10 PM
No game could handle a 67k poly model, with it moving around and everything AND rendering the rest of the world too.