Hi poly models
#11
Posted 21 April 2014 - 04:19 AM
I have OR,RW and TRAINZ.
In my opinion, the actual graphic quality and performance of OR is similar to RW and better than TRAINZ.
Laks many things to ameliorate like smoke, steam, animations....
I read somewhere that is more important to have less textures, but biggers.
Actually I think that a low poly is about 15.000 a medium one 30.000 an a big, complex, more than 60.000
Cheers.
RTP
In my opinion, the actual graphic quality and performance of OR is similar to RW and better than TRAINZ.
Laks many things to ameliorate like smoke, steam, animations....
I read somewhere that is more important to have less textures, but biggers.
Actually I think that a low poly is about 15.000 a medium one 30.000 an a big, complex, more than 60.000
Cheers.
RTP
#12
Posted 23 May 2014 - 12:12 PM
Actually, I am testing a consist with 50 freight cars, 37861 polys each, and two locos, 130947 polys each.
Total 2154944 polys. And no drop of fps.
Cheers.
RTP.
Total 2154944 polys. And no drop of fps.
Cheers.
RTP.
#13
Posted 26 May 2014 - 06:05 PM
WOW! WOW! WOW!! :jawdrop2:Attention Open rails modellers, All stops out with that detail! Wonder how much it can handle.
#14
Posted 26 May 2014 - 08:06 PM
The more polys, the longer the build, in my experience, and that is further extended with complicated texturing.
To achieve more detailed fixtures and overall shape accuracy you need high quality prototype resource material.
And the model builder needs many skills to be able to achieve a good result. Most are amateurs, who built up their skills project by project; and above all - learning by the many mistakes that improves their range of skills.
There is no greater sense of achievement than getting you first model into the sim, or any sim.
Cheers and best wishes to those who try and fail, then keep going until they succeed.
Bazza.
To achieve more detailed fixtures and overall shape accuracy you need high quality prototype resource material.
And the model builder needs many skills to be able to achieve a good result. Most are amateurs, who built up their skills project by project; and above all - learning by the many mistakes that improves their range of skills.
There is no greater sense of achievement than getting you first model into the sim, or any sim.
Cheers and best wishes to those who try and fail, then keep going until they succeed.
Bazza.
#15
Posted 26 May 2014 - 08:50 PM
So, then realistically, it's possible to do this: 99,000 polys...
http://www.turbosqui...3d-model/683577
I did mine with a lot less, only 20K, but...
Robert
http://www.turbosqui...3d-model/683577
I did mine with a lot less, only 20K, but...
Robert
#16
Posted 27 May 2014 - 03:01 PM
rdamurphy, on 26 May 2014 - 08:50 PM, said:
So, then realistically, it's possible to do this: 99,000 polys...
http://www.turbosqui...3d-model/683577
I did mine with a lot less, only 20K, but...
Robert
http://www.turbosqui...3d-model/683577
I did mine with a lot less, only 20K, but...
Robert
Looking at that model, half of the polycount is wasted on wheels and mostly on springs.
#17
Posted 28 May 2014 - 11:26 AM
Yes, it's overkill for a wagon. Imagine 50 of those in a consist!
Cheers Bazza
Cheers Bazza
#18
Posted 15 January 2015 - 10:56 AM
Exported my model as a beta some time ago, around 56.000 poly, no problem at all... The only problem was the exporting time with gmax... Couldn't we start using like the standard .igs? I think that would be quicker rather than exporting to .S and through Gmax...
#19
Posted 15 January 2015 - 12:05 PM
#20
Posted 17 January 2015 - 04:56 AM