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RTS Models

Started by January 17, 2007 01:58 PM
6 comments, last by Jarrod1937 18 years, 1 month ago
Im going to use Torque for an RTS game I am making with my friend. What is the right number of polygons for buildings soldiers etc? I dont want to find out that my stuff is too elaborate and big and it will slow down the game. thnx
depends on the number of soldiers you want on screen at once and the hardware you're targeting.
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I did a bit of digging... from what I've read on forums etc. I think that around 800-850 polys is reasonable for having a lot of fairly low-poly characters onscreen at the same time. I don't know what Torque is capable of, however... finding documentation isn't really my strong suit tonight.
Well if you have Torque, why not throw in some different poly models and just render to see what you can do based on how many you want on screen and such. If not yea ~1,000 is good. Depends on different things.

NBA2K, Madden, Maneater, Killing Floor, Sims

while we still need to know your target hardware, max amount of polys that will be used for environments, max amount of soldiers on screen at once...etc. as long as you don't go overboard you should be fine since torque has model lod.
-------------------------Only a fool claims himself an expert
sorry thats what i wrote...
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Quote:
1) great graphics and 700-800 polys (lazy)
2) decent graphics and 800-1000 polys (alright)
3) decent/great graphics and 900-1200 polys (pro)

i don't consider a polycount limit as being lazy and more polys as being pro. infact it takes more time and more skill to get a better looking model from lower polys. the polycoutn does not judge the skill of an artist, the final look, polyflow, topology, optmizing, texture size and amount...etc judge the skill of an artist. you could have one artist make a 300 poly chair and have another artist make a 3,000 poly chair and both artist may be equal in skill.
-------------------------Only a fool claims himself an expert

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