HL2 Doesnt allow more polies?

DimitriPopov

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Ive seen people say that certain models need less polies when they are only at 2000. I thought was engines got more advanced they would allow more polygons , and so more detail. So my questio is how many polies are allowed for HL2 models?????
 
I can't speak for the others, but when I say that, I mean that the model could be done with the very same amount of detail for fewer polygons. Using that many polygons is no problem as long as the most is made out of each one. I see too many models around here with hundreds and hundreds of wasted polygons, sometimes up in the thousands of wasted. Just because the engine can handle that much, doesn't mean that it's ok to use a 2,000 polygon pistol that could be done exactly the same in 1,000 polygons with better mesh work.
 
The engine could use a 100,000 poly modle if you wanted to. They idea, however, is to allow the most amount of poeple to play it smoothly.

Since the weapons don't LOD, you want to have lower poly counts to allow more people on the screen at the same time with less fps drop.
 
"Only" 2000? That's pretty much. Imagine the time when 200 polys where ALOT to use on a weapon :)
As it stand, given specular maps and bumpmapping, 2000 is more than enough for a realistic rifle, if its modelled good. Every little poly saved means another poly in the enviroment. That's where I think many games need to improve. What does it help with a 5000 poly character in a Quake 3 polybudget level?
 
well normally models with 2000 polgons have detail added where its not needed. Well mainly because noobs make them. I dunno. But what I am saying is that even if a model has 100polgons it still going have parts that are not needed. Its maybe just a cowinserdence that models with 2000 are badlly modelled or summat.
 
When you say polygons, do you mean triangles or quads?
 
Saying that a skin covers for less polies is untrue. I like to see the parts of the gun actually be 3D. Imagine each ridge in the grip of the M4 , the fire selector , and the ejector port all being actually 3d. Maybe its just because I know what goes where on the real gun so I expect to see it on a model somehow to make it feel real.
 
yeah we should keep in mind that The original Lara Croft model was 90 polygons. the second Lara Croft was 180 polygons. there is definately a down side to allowing high poly models in that it makes it a lot easier for people to make weapon models. As was said earlier the problem is that what people are doing with 2000 polys a skilled modeler can do it with half that. And most people are making 2000+ polygon meshes that model both sides thinking they will be able to use the mesh for 1st and 3rd person. there is no way you can use a 2000 poly weapon in 3rd person. Even with a brand new engine; perhaps if everyone were running alienware machines things would be different but you have to take into account that this game will be played by 750mhz and up and a 750mhz machine can not handle having to draw 10 2000+ polygon weapon models 10 7000+ charechture models. Keep track of there postitions and handle the physics engine all at one.
 
Originally posted by HiroProtaganist
And most people are making 2000+ polygon meshes that model both sides thinking they will be able to use the mesh for 1st and 3rd person
Modelers usually make the full gun model because of one or more of the following reasons:
* the animations require the other side to be seen
* they are making left and right-handed models in one pass
* they are going to delete the faces you won't see later but they model the rest because it is easier for them to see if the model's proportions are correct with a full model
* they don't know what they are doing

I prefer making a full gun model around 2000 triangles because after all the unseen faces are removed there will be plenty of space for decent hand models... and I typically use the model to make a low-poly version (can be much faster than starting from scratch depending on the complexity of the gun), by hand, for use as a world model.
 
Originally posted by OCybrManO

* they don't know what they are doing

this one made me chuckle.

* depends on how you animate it. haven't seen too many soldiers flip the weapon over to reload. the whole point is to be able to reload the weapon without needing to resight after reload.

*left handed right handed option makes sense

*modeling both sides completely then deleting backfacing is adding extra work and time. Though i suppose it's really a moddeling style issue.
 
heres the whole deal if there is a model which can be optimised with little or no difference in detail then u must put in ur effort to optimise it for several reasons
1-so that u can have a higher amount of polys to use on other objects
2-its gud for low end pc's
3-its highly needed if there are more than one of the object on screen.
 
Originally posted by HiroProtaganist
this one made me chuckle.

haven't seen too many soldiers flip the weapon over to reload..

Haven't seen many reload animations then have you :)
 
That little ridge can usualy be done pretty convinsingly with a good skin and if you want to go beyond that use bump mapping, theres no reason to add 100 polygons for a .02 unit ridge. It sometimes destroys the rest of the model because the modeller needs to accomidate the new polies.
 
Originally posted by BioWave
Haven't seen many reload animations then have you :)

Havignn persoanlly reloaded an M-16 (sure it was blanks and MILES gear but....) I Could do the who thing without fliping the rilfe over. you keep the buttstock agaisnt your shoulder, raise the rifle a bit, remove the exitsting clip, slam the new one in and hit the thingy (forgot name) and then bring it back down to firing position.
 
heh, thats what i mean by not having to resight the weapon. dropping the gun to your waste flipping it over loading a new clip and then bringing the weapon back up might look cool but not exactly realistic. that kind of thing would give a drill sargeant a heart attack.
 
Originally posted by HiroProtaganist
heh, thats what i mean by not having to resight the weapon. dropping the gun to your waste flipping it over loading a new clip and then bringing the weapon back up might look cool but not exactly realistic. that kind of thing would give a drill sargeant a heart attack.

Ok, dropping the weapon to your waist is out. But I'd have the safety officer down my neck quick as lightning if I didn't tilt the weapon before changing magazines. There's no convienient display showing that you're out of rounds on a real weapon, and there could be many reasons for the weapon not to fire. Tilting the weapon is part of the drill to see exactly what's wrong so the soldier can deal with it appropriately.
 
I can just say one thing about wepon animations "AA" ...Yeah , Americas Army has one of the most realistic reload animations ever ...Take alook at them and you se that you need a "whole" 1p modell to simulate a reload ..
 
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