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Poly Limit for Generals ZH


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#51 Umbrella Secrets

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Posted 07 February 2010 - 20:13

 Golan, on 8 Nov 2009, 4:59, said:

Note that even in older SAGE engines (pre-TW), the most important thing for system strain is the Draw Call Count, polygon count is secondary. Speaking simplified, a 1k model with 10 DCs will require about the same processing power as a 10k model with 1 DC.
A Draw Call is needed for every texture pass on each mesh, the total Draw Call count of a model is thus the sum of all textures per mesh - even when using the exact same texture for two meshes, that's still two Draw Calls. Thus, your primary objective should be to reduce both mesh and texture count, i.e. try welding as much of the model as possible into one single Mesh. The WWSkin modifier is very helpful here as it allows you to subdivide meshes (for example to define turrets, animate legs etc.) without breaking the mesh.
For example, the Mech seen here is just one single mesh.



Sorry, if this is old topic, but I was looking through this and I saw the Draw Calls. Right I'am having trouble with one of my buildings that I'am making. I know that there are too many meshes, but my question is how do I make it one single mesh?
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#52 Golan

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Posted 07 February 2010 - 21:02

Use the "attach" option in the "Edit Geometry" section of the "Modify" tab.
Now go out and procreate. IN THE NAME OF DOOM!

#53 Umbrella Secrets

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Posted 07 February 2010 - 21:28

Sorry I forgot to mention, I'am using Renx to model.
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#54 Golan

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Posted 07 February 2010 - 21:40

It's been a while since I've used RenX, but AFAIK this is the same in RenX.
Now go out and procreate. IN THE NAME OF DOOM!

#55 Umbrella Secrets

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Posted 07 February 2010 - 21:46

Okay, I found it, I'am going to go ahead and redo my models.
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#56 Umbrella Secrets

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Posted 08 February 2010 - 02:45

Okay, I tried attach steel beams together in the rubble of the Washington Monument and it will only let me attach them to certain objects like the main part of the Monument.

EDIT: I fixed it, I got them to attach, but one more problem...again. It seems to be when I add skins that I photoshopped, WB crashes?

Edited by Umbrella Corp., 08 February 2010 - 03:13.

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#57 Zeke

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Posted 08 February 2010 - 03:20

I'm almost afraid to ask how many polies does your model have?

Can we see screenshot of your model in wireframe mode?

#58 Medusa

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Posted 08 February 2010 - 05:56

Well, I dont like modelling for Generals because I like to make details and I have almost no experince in bump and normal maping. So thats one reason why I changed to TW where you dont have to watch for the polycount only for the drawcalls and thats just easy to handle. I know for sure that models with more than 8500 polys can crash even my current system while I have hundreds infantries which uses models witch up to 10.000 polys and it even dont lag a bit.

Not to relate to anyone, its just my opinion.
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#59 Umbrella Secrets

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Posted 08 February 2010 - 21:52

Here is the rubble to the Washington Monument:

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#60 Pav:3d

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Posted 08 February 2010 - 21:54

WOW that looks high poly, seriously

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#61 Umbrella Secrets

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Posted 08 February 2010 - 22:01

I do I check to see how many polys I have? Almost afraid to look... :)
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#62 Medusa

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Posted 09 February 2010 - 09:46

Nice work, but you really should reduce the poly count. :O
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#63 Golan

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Posted 09 February 2010 - 11:08

Uhm, that looks like approximately 7.5k polys. :P
While it will probably still work, proper use ofpolygons and textures should allow you to literally reach the same level of detail with about 250 to 750 polygons.

 Umbrella Corp., on 8 Feb 2010, 22:01, said:

I do I check to see how many polys I have? Almost afraid to look... :)

Open the file, then select "File"->"Summary Info...". In the new window, look for "Faces" in the "Mesh Totals" section.
Alternatively, you can rightclick on the current view name (e.g. "Perspective", "Top", "Bottom", "User" etc.), select "Configure...". Then, in the "Statistics" tab, activate "Triangle count" (Polygon count is NOT the important thing here), "Total+Selection" and "Show Statistics in active View".

Note that judging by the issue you have with the WB, it sounds more like the problem lies in incorrectly assigned textures. Check the tutorial section or the RenX documentation on how to do it. Still, you should drastically reduce the polygon count of your model as most polys are simply wasted ATM.
Now go out and procreate. IN THE NAME OF DOOM!

#64 Umbrella Secrets

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Posted 09 February 2010 - 17:22

How do I reduce the poly count without having to do anything to it? Or having to create a new one?
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#65 Slye_Fox

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Posted 09 February 2010 - 22:20

not sure if renx has it, but try modifiers -> mesh editing -> optimize
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#66 Umbrella Secrets

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Posted 09 February 2010 - 23:26

Well, I have about 15,000 polys and I happen to reduce it down to 300 polys. I'am stilling working on the models if anything happens I will post something.
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#67 Umbrella Secrets

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Posted 10 February 2010 - 20:38

Okay, I reduced the poly limit, and I tested it in WB, but it is still crashing, yet I take the "photoshopped" skins out and then it works? The skin that I didn't touch works fine. ( I didn't Photoshop)
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#68 Slye_Fox

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Posted 10 February 2010 - 21:31

what format are your textures?
They need to be .tga or .dds
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#69 Umbrella Secrets

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Posted 10 February 2010 - 21:38

They are TGA I tried dds, but it just made things worse.
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#70 Gen.Kenobi

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Posted 10 February 2010 - 22:02

I need to add that if they are on DDS format they must be on DXT 3 compression.
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#71 Umbrella Secrets

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Posted 10 February 2010 - 22:47

I got the texture to work, but I'am having a hard time skinning in Renx now... :P

Thank you to all who has helped and taken the time to help, I appreciated.

Edited by Umbrella Corp., 12 February 2010 - 00:51.

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