post #61 of 61
Quote:
Originally posted by Smeggy
@ jamesshuang

No, you're not being spoiled by blender. Your 12,000 vertices will have little effect on most cards because 12,000 vertices is a relatively small number. I work in real-time 3d games and just as a sample, some of our scenes go into the 100,000+ poly range, not including avatars. Along with the poly count goes all the additional stuff like dummy objects, lights, cameras, vertex shading, textures and everything else appearing in the view windows. This is enough to upset a great many cards. If this were to be pre-rendered, the count would rise hugely as real time stuff is fairly angular and simplistic.

250.000+ poly's is not an uncommon number these days for a typical scene with a good bit of detail... provided you graphics card can handle it of course
Meh, I'm more into artistic rendering . For example, my avatar is a sample (ableit a bit squished...) For artistic rendering, simplicity is usually better; you don't want to go jamming millions of things on screen, unless it's a nature scene with trees (trees are evil).

In any case, I've never actually seen any lag between any computer i've used going through my blender scenes...

BTW, why would you want anything more than a solid fill model (maybe with textures) when you're modelling? If you're making a game, the game engine should be doing the complex vertex shading, and that is the same as gaming. Using 3dmax to make the models, I don't see why you would require that many verticies, since each sprite can't be that large.

Basically, what I'm trying to say is any modelling circumstances would not stress any card, since you won't be jacking up sprites with 250k verticies (or anything more than say, 10 objects on screen would kill even the best cards). IF you do test the game, then that's a different matter and would actually require a gaming machine. Either way, when would you be on the move while modelling/testing your own game?