How many polycount would be optimal or max in one bod file, for ships and stations ?
I look in vanilla ship bod files, in the Teladi Phoenix one wing are around 1,5k polys, I think for ship or ship part maybe 1,5k - 2K polys are optimal max polycounts for bod file.
Perhaps someone can recommend - max polycounts for ship part and for station part.
This is important, because I spend more and more time in 3DS max, modelling, creating ships, stations and other 3D staff.
I have already created few ships (from one part) in 3DS max and they are about 2k polycounts, so I need to known, that's is normal ( acceptable) polycounts or I need split these ships in the parts.
Question about polygons count in bod file ?
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basicly the number of polygons of one model depends on what else is in the sector (and how near). well, but if your whole model stays arround 20K it's fine 
single parts are limited in poly-count. The game lets you know when it is too large in crashing. "File not found" or something apprears then.
so as long as you keep the polycount of single parts unter 20K there should be no problem.
A Tipp from my part: ust Instance-cloning! -> If there are several parts that are exactly same you can make copies of it and tell the game that those are identical bodies. Small parts as thorns are not really a must to be cloned that way, but they are an example.
e.g. lets take the Argon M1 (Vanilla). It has four times an arm and four engines. so instead of saying it is one body you can make four identical parts. they look exactly same, so why bother raising poly-count?
I recently made a model reaching the 40K polys - it is far too much. but I had a massive ammount of clone-able bodies -> the model has a rest-count of maybe 15K!
So if you're planing to make high-res models be sure you have parts cloned
Using array and Pivot you can place them massively in no-time!
Shadow

single parts are limited in poly-count. The game lets you know when it is too large in crashing. "File not found" or something apprears then.
so as long as you keep the polycount of single parts unter 20K there should be no problem.
A Tipp from my part: ust Instance-cloning! -> If there are several parts that are exactly same you can make copies of it and tell the game that those are identical bodies. Small parts as thorns are not really a must to be cloned that way, but they are an example.
e.g. lets take the Argon M1 (Vanilla). It has four times an arm and four engines. so instead of saying it is one body you can make four identical parts. they look exactly same, so why bother raising poly-count?
I recently made a model reaching the 40K polys - it is far too much. but I had a massive ammount of clone-able bodies -> the model has a rest-count of maybe 15K!
So if you're planing to make high-res models be sure you have parts cloned

Using array and Pivot you can place them massively in no-time!

Shadow
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