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Author Topic: Any tips on amount of faces per model, faces per terrain etc  (Read 883 times)

« on: June 27, 2013, 01:18:30 PM »
just wondered if there is any guide lines on how big your character models should be max/min, terrain sizes and texture sizes 128/256/512 etc. Iv looked at 3drad and im very impressed with the system, with these guide lines and a decent divide of the game into level segments its possible to create almost any game in 3drad, but throwing in a really high res landscape or models could kill you from the start.

Ive gotten most my character models to around 1.5k/2k no of faces, but thats my high LOD, my terrain is also 2k with a 256x256 texture. Is it just a case of really good balance of when your LOD changes? On average (half decent pc) whats the limit of 3drad before you get a dead fps rate?
 
« Reply #1 on: June 28, 2013, 01:39:23 AM »
Hi Micheal, welcome to the forum.

This question has been asked a lot of times, so please search first.
The search button is broken, so instead Google the following:
site:http://www.3drad.com/forum/ polycount


The short answer to your question would be: as low and as little as possible.
The FPS really depends on the system, so there aren't any real guidelines.
Rocket Rumble, a 3D Rad puzzle game:
http://www.3drad.com/forum/index.php?topic=9896.0
« Reply #2 on: June 28, 2013, 03:04:42 AM »
ok thanks rob ill start my endless testing so ;)

fourdee

« Reply #3 on: June 28, 2013, 03:07:56 AM »
terrain sizes and texture sizes 128/256/512 etc.
Roberto has given you great advice on poly counts.

For terrain textures, i'd suggest 1024x1024/2048x2048 as one big texture.

The rest of your models, try to stick with 512 or 1024.
As always, the lower the better, but, terrain should be high quality if your not wrapping the texture on each face (eg: a shadow map etc).
« Reply #4 on: June 28, 2013, 04:10:17 AM »
From my experience, using a 512 texture instead of 1024 can drastically reduce loading time.
Rocket Rumble, a 3D Rad puzzle game:
http://www.3drad.com/forum/index.php?topic=9896.0

Arcler

« Reply #5 on: June 28, 2013, 05:36:39 AM »
hmm i always use 1024x1024 and it works fine for me, but 2048x2048 isnt very good i think- it takes too much time to load

fourdee

« Reply #6 on: June 30, 2013, 07:38:12 AM »
hmm i always use 1024x1024 and it works fine for me, but 2048x2048 isnt very good i think- it takes too much time to load

As both you and Roberto mentioned, it will increase loading time.

Its been a while since i used 3Drad, but, i'am pretty sure .dds files load alot faster than everything else.

I would suggest trying:
- DXT1 for non-alpha textures
- DXT5 for Alpha Textures

Should improve loading performance for the textures, as, they wont need to be converted on load.
« Reply #7 on: July 02, 2013, 05:09:13 AM »
Thanks for the tips guys, im gonna try to keep my textures to less than 1024 then 1024 being only for complex models.
« Reply #8 on: July 12, 2013, 09:11:19 AM »
From a design standpoint knowing the do's and don'ts of modeling and texturing can optimize performance.

The biggest mistake developers make is creating models and textures that look awesome, but run-time hog a lot of RAM due to them being very detailed models/textures.

The trick is to make high poly models, then apply your high res texture.  Export the texture, then reduce the polygons in the model and reapply the texture map.  The result is a model that looks almost identical to the hi-poly one due to the illusion created by the texture.  Polygons always use more memory than textures do.

You should also consider what your target audience is.  If you want the game to be more accessable to the masses you should use low-poly models with decent sized textures.  If you want to cater to the people with faster computers, you can make more detailed textures and increase your poly count a little.

It also matters what file format your textures are in and if they have transparency or not.  Making a landscape probably won't have transparency, so you don't need an alpha channel for this, whereas something like tree leaves, for example, will use transparency, so you can billboard the modles and apply really hi res texture for realism.

I'm pretty rehearsed in this area and am willing to help in any way I can to make your game a reality.

-Sorv
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