PolyCount

Discussion of rolling-stock creation & re-painting.

PolyCount

Unread postby aksingha » Fri Nov 28, 2014 11:29 am

Hi,
Does anyone know what is the highest number of Polygons, that RW can support without any problem. The current model that i am working on has 80,662 poly, and might reach 92+ after it gets completed. Any Idea anyone?
aksingha
 
Posts: 197
Joined: Thu Apr 10, 2014 9:25 am

Re: PolyCount

Unread postby Bananarama » Fri Nov 28, 2014 12:18 pm

I'm unaware of an upper limit, but anything that high might have serious performance issues.
Cheers!
Marc - 3DTrains

Image
User avatar
Bananarama
 
Posts: 2749
Joined: Sat Feb 14, 2009 1:17 am
Location: Another Planet

Re: PolyCount

Unread postby aksingha » Fri Nov 28, 2014 12:45 pm

My previous model had 85,000 poly with cab included and no issues, Just curious about this particular model. !**conf**!
aksingha
 
Posts: 197
Joined: Thu Apr 10, 2014 9:25 am

Re: PolyCount

Unread postby BNSFdude » Fri Nov 28, 2014 3:50 pm

Polys aren't a problem like in MSTS, it's triangles.
Anthony Wood
Audio Engineer - Searchlight Simulations
User avatar
BNSFdude
 
Posts: 2721
Joined: Tue Nov 29, 2011 1:46 am

Re: PolyCount

Unread postby Chacal » Fri Nov 28, 2014 3:57 pm

That's the same thing. Triangles are half-polys.
The developer docs mention a poly budget, but that was for the original Railworks.
I believe performance has been improved, so the budget is probably higher than what's in the docs.
Over the hill and gathering speed
Chacal
Site Admin
 
Posts: 6724
Joined: Tue Jul 05, 2011 1:11 pm
Location: Quebec, Canada

Re: PolyCount

Unread postby aksingha » Fri Nov 28, 2014 4:42 pm

After modifying and re-modeling some objects, i have been able to decrease the polycount to 72,000. :D
aksingha
 
Posts: 197
Joined: Thu Apr 10, 2014 9:25 am

Re: PolyCount

Unread postby Kali » Sun Nov 30, 2014 12:26 am

Massively higher now than the docs. Poly budget depends on how many are likely to be being drawn at once, so without knowing what you're making, can't really say.
Kali
 
Posts: 1600
Joined: Mon Mar 14, 2011 1:00 am
Location: England-by-Sea

Re: PolyCount

Unread postby aksingha » Sun Nov 30, 2014 3:35 am

Kali wrote:Massively higher now than the docs. Poly budget depends on how many are likely to be being drawn at once, so without knowing what you're making, can't really say.

I am making a diesel Locomotive.
Image
aksingha
 
Posts: 197
Joined: Thu Apr 10, 2014 9:25 am

Re: PolyCount

Unread postby PapaXpress » Sun Nov 30, 2014 12:57 pm

SWEET!
Image
"Just post some random unrelated text. We have members here who can help you with that." ~ Chacal
"When all else fails, read the instructions... if that doesn't work either, try following them." ~ Old Prof
Image
The Grade Crossing - Atlanta North Project - Virtual Rail Creations
User avatar
PapaXpress
 
Posts: 5147
Joined: Sat Oct 23, 2010 10:30 pm
Location: that "other" timezone

Re: PolyCount

Unread postby aksingha » Sun Nov 30, 2014 1:07 pm

PapaXpress wrote:SWEET!

*!!thnx!!*
aksingha
 
Posts: 197
Joined: Thu Apr 10, 2014 9:25 am

Re: PolyCount

Unread postby Kali » Thu Dec 04, 2014 2:48 pm

That does look rather good indeed :)

Well - you're generally not going to have more than 10 in scene at once, so I would personally not be worrying about polycount *too* much, although there might still be limits to how many the renderer can handle - I seem to remember Reppo did something years ago that started causing problems just by existing, but again that was years ago. Being lean with polys is a good idea for any situation, though. Also heavy Lodding too.

Also answered which broadgauge you were talking about!
Kali
 
Posts: 1600
Joined: Mon Mar 14, 2011 1:00 am
Location: England-by-Sea

Re: PolyCount

Unread postby aksingha » Fri Dec 05, 2014 2:16 am

Thank you kali, for the information. *!lol!*
aksingha
 
Posts: 197
Joined: Thu Apr 10, 2014 9:25 am

Re: PolyCount

Unread postby Kali » Sun Dec 21, 2014 9:51 am

Should point out a couple more things:

* You can do a lot of fine surface detail in the normal map
* You can do a high poly model just to do the shadow bake ( and the normal map ), and then use a lower poly model for export

You'll be surprised how much detail you can just paint on - it wouldn't hold up if someone's determinedly looking at the surface from 10cm away ( make a close-in LOD if you want for that ), but from the usual distances a lot of fine lines & recessed bits are fine as paint/bumpmap.
Kali
 
Posts: 1600
Joined: Mon Mar 14, 2011 1:00 am
Location: England-by-Sea

Re: PolyCount

Unread postby Chacal » Sun Dec 21, 2014 11:36 am

A lot can be done with shadows and highlights.

I once made backdrops for theater and we made a stone wall for a castle by painting plywood gray, then painting a grid of black lines, then a grid of white lines 1/2" offset, and suddenly from 20 ft away you could swear it was a stone wall.

Last night I was watching an old episode of Mission:Impossible (season 3 ep. 1), and they used the exact same trick.
Over the hill and gathering speed
Chacal
Site Admin
 
Posts: 6724
Joined: Tue Jul 05, 2011 1:11 pm
Location: Quebec, Canada

Re: PolyCount

Unread postby aksingha » Mon Dec 22, 2014 5:46 am

Chacal wrote:A lot can be done with shadows and highlights.

I once made backdrops for theater and we made a stone wall for a castle by painting plywood gray, then painting a grid of black lines, then a grid of white lines 1/2" offset, and suddenly from 20 ft away you could swear it was a stone wall.

Last night I was watching an old episode of Mission:Impossible (season 3 ep. 1), and they used the exact same trick.


+1 *!!thnx!!*

Kali wrote:Should point out a couple more things:

* You can do a lot of fine surface detail in the normal map
* You can do a high poly model just to do the shadow bake ( and the normal map ), and then use a lower poly model for export

You'll be surprised how much detail you can just paint on - it wouldn't hold up if someone's determinedly looking at the surface from 10cm away ( make a close-in LOD if you want for that ), but from the usual distances a lot of fine lines & recessed bits are fine as paint/bumpmap.


+1 *!!thnx!!*
aksingha
 
Posts: 197
Joined: Thu Apr 10, 2014 9:25 am

Next

Return to Rolling-Stock Design

Who is online

Users browsing this forum: No registered users and 47 guests