jvinu2000 écrivait:
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> what is the right poly count range for a car
> without tires?
Today, most of the PC spec. are powerful enough to handle a carshape with 50,000 polys max. But what will increase the size of the main lod (lod_0) is also the number of vertices.
Examples:
Sauber C33: Vertices: 45906; Faces: 49851; lod_0= 3,21 Mo
Sauber C34 (based on the C33): Vertices: 40372; Faces: 42617; lod_0= 2,81 Mo
McLaren MP4-30: Vertices: 34644; Faces: 48018; lod_0= 2,6 Mo
So, the numbers of vertices has an influence on the size of the lod_0. The best is to find a compromise between the number of faces and vertices. When you import a model from 3Dsmax, a lot of vertices are detached and you can optimize and reduce this number by uniteselcting them when they are connected between 2 faces. It can be a long work to do manually but this is how you will get a high polys but smooth shape (to keep the quality but not too heavy)
I would say that the numbers of polys should not extend 50,000 and number of vertices 40,000 to get a reasonable size for the main lod, when it is possible...
But you can also optimize your carshape to get a very nice result, like Hega or Gezere use to do with a number of faces between 20,000 and 30,000 faces and number of vertices around 25,000, depending on how the car is built... Just a matter of work, time and patience!
____________________________________________________________________________________________________________________________________________ Edited 2 time(s). Last edit at 12/21/2015 12:10AM by Excalibur.