hi im sort of new to developing for ipad
and i want to create an in door game with a best looking character as possible …
so how many polygons will i have for my character to play around with ?
Hi, welcome to the forum!
The “Modelling Optimized Characters” section of the iPhone manual suggests that anything between 300 and 1500 triangles is reasonable for an object. However, you will probably need to reduce the triangle count if you want to use a lot of objects.
Not to hijack this thread, but I’d like some clarification on this point. Yes, there is a theortical point at which the processor/transport becomes flooded, but I’ve broke the poly count “limit” clean off, and in my experience, code optomization played a much more dominate role in performance than poly count.
Not to say that keeping poly count down isn’t good practice, but I reduced my objects to just over 1500 (way down… don’t ask… I’m still learning modeling
). But code / approach seems to factor much more into stuttering, crashing, slowdowns, etc…
Andeeee, or anyone, can you clarify these poly “limits”, in contrast with code performance a little better?
Thanks,
Galen
the more polygons you have the more time they take to transport to the gpu.
Actually even worse when animated as they need to be updated and retransfered.
On the iPad though the fillrate is an at least as large problem unless your game has little to no alpha based effects
thanks andeeee i think i will stick with 1500 and try to make my environment as simple as possible…
I’ve gotten a character with about a 4000 tri count rigged and animated for my iphone game.
Nothing much in the background but the character is fairly detailed. I’ve stuck the same character into the game I’m currently working on with a simple room without any problems. There’s no collisions, physics or anything just menu based interactions however.
I have referred that You have also built your character and put in that game. But You will have to give some action extension over it. I hope that It should be helpful very well.
Hello!
Is pretty much the max I would say as the UTKrall is about 6000, UtMale is about 5000.Well, depends how much of the model is visible in 1st person. if its just arms then 2-5k per arm (working on ut3’s Dual Enforcers count). personally i tend to use a little “model hack” when working on single player content, whereby i dont use an arm rig, instead i attatch the hand/arm mesh directally to the weapon and animate from there. saves on useless polys being drawn offscreen, altho this method is a bit hacky.