How low in count to work?
Hi, I do not know where to put this because it is technical but it is also an design question. To keep this thread flowing here's the deal:
I have a small laptop and I want to make a game using Wintermute engine and Blender but I want to know what is a good max face (poly) limit per model, here's the specs of my laptop:
Intel Pentium II PE 366 MHz
256 MB RAM
The type of game I am aiming for is an old school adventure horror style complete with tank controls, I don't plan on any "enemies" except many one or two you have to out run (like in the PSone game Dark Messiah/Hellnight or Clock Tower 1-3 plus Ghosthead). I know I had rambled but I am trying to make sure to give enough information.
Thanks for your help
Gunna have to be pretty disciplined with the poly count for those specs. What sort of graphics card or intergrated memory does it have?
The Video Adapter is an IBM ThinkPad 770X/770Z (Cyber9397DVD) (4 MB), I used Everest to figure that one out, what I do know is I can run Flesh Feast (an old Segasoft game) pretty well without any problems if I turn off character and enviroment lighting.
I know you're not going to like this answer but... as low as possible.
That's always the goal. As low of a poly count as possible without it looking like a bunch of boxes.
The best advice I can give is to start by proxying everything out in super low poly form (literally just a box for a human head, box for chest, boxes for arms/legs, etc. Just get the shapes in there. Then start adding in more details and seeing how high you can go before the game starts slowing down.
Your system specs are pretty gross, that's the only reason I suggest doing it this way.
It's simple enough to run some quick tests... proxy out a few characters and buildings and such and then just clone them a lot in the game until you can determine how many polys you can push.
That's always the goal. As low of a poly count as possible without it looking like a bunch of boxes.
The best advice I can give is to start by proxying everything out in super low poly form (literally just a box for a human head, box for chest, boxes for arms/legs, etc. Just get the shapes in there. Then start adding in more details and seeing how high you can go before the game starts slowing down.
Your system specs are pretty gross, that's the only reason I suggest doing it this way.
It's simple enough to run some quick tests... proxy out a few characters and buildings and such and then just clone them a lot in the game until you can determine how many polys you can push.
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