View Full Version : 2800+ Poly’s…
CARex
02-28-2007, 01:44 AM
YIKES!! Guess I need to rethink this one. Back to the drawing board.
http://forums.flightsim.com/vbts/up1/115923.jpg
Have a sparkling day,
Bob
rpicardi1
02-28-2007, 08:35 AM
Not a problem as long as you don't populate a tile with a thousand of them.
Note, if you extend the dormer shape through the roof to the other side, you can eliminate a set of polys needed for two dormers.
SRV Ron
CARex
02-28-2007, 12:12 PM
Hi Ron,
The consensus of opinion, myself included, historically promotes minimal poly counts. However, I’ve seen object poly counts chiming in at close to 2000. Some bridges among them :).
Please correct me if I’m wrong… but I believe I read, that object file size is a more important issue than the poly count within. Seemingly the poly count will have an effect on file size. The file in question being 43kb after compression. Some object files are larger still.
I’ve searched the archives for input (poly vs. file size) … but have not returned any definitive comments.
The subject object is still incomplete. Ideally, it would easily be twice as large. I’m considering breaking it up into two or three components. Then of course… what’ the difference? One huge object or three smaller objects equal to the huge… as they are going to be within relative proximity to one another. Remember… it is an urban location (tile) but nearby ‘city blox’ are often under 200 poly and usually under 10 kb file size.
I have a few objects that are in the eighteen hundred count arena (also 20/30 KB compressed file size) but haven’t noticed any significant effect on the sim. Aside from entering the one particular urban tile where the sim came to a momentary ‘stand still’. But that was after coming from several previous tiles with absolutely no population whatsoever (WIP). A recent size reduction of ace. files in the (urban) tile have substantially improved that anomaly.
In any event, I’d be interested in your and other comments.
Thanx and have a sparkling day,
Bob
wmalder
02-28-2007, 03:38 PM
If it was me doing this, I'd make the sides just one rectangle each (2 poly's per) and use alpha channels to model the dormers. That should be good for a couple of hundred poly reductions. I figure - per side - side 2 polys, roof 2 poly's, dormer roofs 2 rectangle per 4 poly's per for 24 poly's, dormer walls could be triangles 1 poly per for 6 poly's for a grand total of 34 poly's. And if you use the above suggestion and carry the dormers through to the opposite side, you double the number of dormers for 2 more poly's.
CARex
02-28-2007, 04:43 PM
Interesting thought Bill.
I know that the sculptured attributes at the top of the facades are probably adding a considerable amount of poly’s. I was surprised at how quickly the project was adding up each time I completed a few of them.
I hadn’t thought of using alpha channel…, the obvious tends to escape me. But that just might be the trick. I’ll lose some visual depth at the masonry, but the structure is located a few block from the station. So ‘who’s gonna see’?
Thanx for your insight.
Bob
rpicardi1
02-28-2007, 06:45 PM
There are trade off on each end of the argument. Lots of polys can use up more cpu cycles. But, several large 512x512 ace files per object eats up resources quickly. That's one of the reason I design around stock textures using tiling and other tricks to achieve variety.
Some of my truss bridges can achieve 3500 polys easily and are made up as kits to assemble. The Quebec Bridge is one such example needing several sections to assemble. That is quite necessary in order to have the desired detail for driving trains through them. However, highway bridges of the same design are easily done in one piece using alpha textures for the main trusses. That works as such bridges are not viewed up closely such as when you drive through them. The Quebec Suspension Bridge nearby is all one object as it is built much like the Kujo bridges that look so bad when you drive through them, but look just fine from the distance.
Setting distance viewed helps with frame rates as well. You don't need small objects, such as signs or signal sheds to be visible at 2000 meters as they will look like a dot if you can see them at all, But large structures like buildings, bridges, and dams, need to be seen as soon as possible.
SRV Ron
CARex
02-28-2007, 07:43 PM
Ron,
I had notice your use of ‘stock’ textures and have seen your previous comments regarding same… or maybe it was someone else’s comments regarding your use… but I had adopted that philosophy as it just seemed to make a lot of sense.
Thanx for your interest,
Bob
rpicardi1
03-02-2007, 11:08 AM
A comparison of bridges.
The Quebec Rail Bridge is so complex and detailed it needed 7 objects to assemble. The suspension bridge in the distance, not needing anything more then alpha textures on an arched box, is one object.
http://forums.flightsim.com/vbts/up1/115978.jpg
The highway bridge here is of medium detail, since the track runs under it, and combines alpha texture tubes and panels to fake details. It is one object including support and end piers. A more and less detailed larger version is being used in the Cal-P route.
http://forums.flightsim.com/vbts/up1/115979.jpg
SRV Ron
ricksan
03-05-2007, 02:01 PM
That's a really nice looking building, Bob.
Don't worry about the poly count, just be smart about the way you use them. Your first priority should be making a great model.
Rick G
CARex
03-08-2007, 01:01 PM
Hi Rick
As you can see, I’ve added the most recent additions to the original (real world) structure. Additionally I have deleted the ‘thickness’ of the sculptured attributes at the top of the principle facades and at the roof on the buildings down the block. Amazingly, the additions and deletions have brought the poly count down to just under 1600.
http://forums.flightsim.com/vbts/up1/116214.jpg
The south facade, the side you can’t see here, is basically just a repeat of the first (middle) addition. So I don’t expect it to boost the poly count much higher. I’m planning to alpha, as suggested by Bill, the sculptured attributes on the original building. I imagine this will have a profound effect on the poly count.
I had taken a bit of artistic license. Originally I had not intended to model the building so my photos were just texture shots. Unfortunately portions of the structure were not captured and I had to create them from bits and pieces of different photos. I feel the result comes pretty close to the original when compared to this promotional image from their website.
http://forums.flightsim.com/vbts/up1/116216.jpg
Additionally, the real world structure grades downhill in both directions from the diagonal corner. So subtle corrections were required at the street level, but I tried to maintain integrity at the various floor levels.
Thanx for your input, and have a sparkling day,
Bob
lnghairedwizard
03-08-2007, 02:41 PM
Great work all in all....but I would try to better texture or at least tone-down the sides of the 2 left-most buildings as they tend to stand out.
Look forward to seeing more of your work in the future!!! :)
Bill Bzak
Terrific looking model and textures, Bob! :)
Cheers!
Marc - 3DTrains
http://www.3dtrains.com
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rdamurphy
04-14-2007, 05:12 AM
SRV Ron: Is that bridge in an available route yet? I seem to have gathered an affinity for Canadian Routes, I've even taken the time to learn the Canadian signals vs. the US ones. I'd love to drive across that bridge in the sim!
Robert
rpicardi1
04-14-2007, 08:54 AM
The Quebec Bridge and the suspension bridge are in the forum library.
The one you are asking about is available as an attachment in this thread. http://forums.flightsim.com/ts/dcboard.php?az=show_topic&forum=13&topic_id=82541&mesg_id=&page=&mode=full
You will need the stock textures and write your own ref entry.
SRV Ron
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