bnewton81 wrote:What are my limits when it comes to polygons? How does that work? I know I've asked this before, but in different context. Still I am unclear as to what range i should be shooting for. Should i be paying attention to vert or poly numbers? How many is too many? Ya know for the average player.
We ask this ourselves each day. I wish there was an answer in general, but there isn't. Even Cyan cannot answer this.
Suggestion: Make estimations about the total numbers of vertices or faces you would get in your complete age. In other words, the sum of all your objects.
If you want to include a tree for example in your age, you can indeed model this very detailed with a lot of vertices and structure. If your plans are to include *many* trees, the trees should be made of much less vertices.
Same for doors, chairs, etc.
Just to give you a number: Eder Gira or Teledahn for example were made of about 200.000 vertices or faces in total. (If you look at vertices or faces does not really matter).
But this does not mean 200.000 is a limit - it's just a value for orientation.
If I remember it correctly, Aegura contains about 1.500.000 vertices. This works because there's another technique: VisRegions.
Using VisRegions, you can drastically increase the amount of vertices, because objects outside such a (currently) visible region do not matter in the graphics rendering.
So, if you have made an object with about 20.000 vertices and your intention is to include about 100 other objects with the same amount, it's near the limits.
If your object has about 500 vertices and you intent to make 20 other objects, you can and should increase the detail.
Mainly just the overall count matters.
So it's the best way to think about how your whole age should look like and what should be included, then make the estimation about how many vertices an object can have.
But this is again just a recommendation; large objects should be made of more polygons than small ones.
Then, if you get a feeling your plans would exceed about 200.000 or 300.000 vertices, think about including VisRegions early.