
Xoronatus
Joined: Dec 6, 2010
Taking a break
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Posted: Apr 16, 2011 01:39 AM
Msg. 1 of 4
Alright, so I read that for performance it is recommended to have only about 30,000 polygons, 50,000 at maximum in a multiplayer level. Of course high poly will make sure you don't get point triangular objects, but if you use low poly, will that affect texture quality. Like I've seen some cliffs in maps where the textures look really ugly because they are stretched out like crazy. So does low-poly affect textures quality?
P.S. How high should my poly-count be for an entire single player level's bsp. Let's say an SP as long as a10? Edited by Xoronatus on Apr 16, 2011 at 01:41 AM
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Apr 16, 2011 06:49 AM
Msg. 2 of 4
Idk about polys but If the texture looks fugly because it's stretched out it's probably because of a bad uvw unwrapment like it may be the unwrapment for the texture is really small so the res is wired and pixalated or it's super big so from top veiw it looks like the object is made up of heaps of squares like minecraft lol. But idk
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sierra117
Joined: Jan 10, 2008
If sex is good exercise, why are there fat sluts?
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Posted: Apr 16, 2011 07:01 AM
Msg. 3 of 4
The textures being stretched is due to inproper uvw'ing. The creator probably made the uvw fit for the face and then decided that, the particular face was better to be larger. And as a result the uvw's were stretched.
For a SP map long as around a10, id suggest around 30,000 to 40,000 per BSP. For longer levels, BSP's will need to be shorter, to save tagspace. But not too short. Additionally each portal applied to the BSP must have a limit of 10,000 triangles per render. That is the recommendation for the limit, although personally. You could probably push it to 15,000 as the absolute limit. For example, the light bridge in a30 contains more than 10,000 polys in that area. Which can render properly, as long as you are not too far away from the scene.
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Apr 21, 2011 12:54 AM
Msg. 4 of 4
Quote: --- Original message by: Cheddars Idk about polys but If the texture looks fugly because it's stretched out it's probably because of a bad uvw unwrapment like it may be the unwrapment for the texture is really small so the res is wired and pixalated or it's super big so from top veiw it looks like the object is made up of heaps of squares like minecraft lol. But idk True, however, higher poly things such as cliffs seem easier to me at least to UV because, while you may have more points to adjust, if something bulges and will need more of the texture, you can usually space the stretching of the texture out so it at least doesn't LOOK stretched. With lower poly it's harder to do that otherwise you will have to start making seams, and seams make me  when doing lighting.
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