View Full Version : Model Pricing
Sean Doherty
07-20-2004, 02:33 PM
It is was the same price for 1000 polgon model and a 1500 polygon model what would you choose?
Diragor
07-20-2004, 02:42 PM
Am I missing something or is this kind of obvious? I suppose if I had a strict polygon budget in mind and had no means of reducing the polycount of a model myself I might choose the lower one.
Sean Doherty
07-20-2004, 02:56 PM
Am I missing something or is this kind of obvious? I suppose if I had a strict polygon budget in mind and had no means of reducing the polycount of a model myself I might choose the lower one.
Many people claim the polycount should be as low a possible. Or just say buy both and use a LOD. Well my question assumes one can't really afford to buy both.
mrfun
07-20-2004, 03:14 PM
It depends on how it's going to be used and what your target hw reqs are - if your game requires close ups and never has more than three of these on the screen, you might want a 10,000 poly model.
sybixsus
07-20-2004, 03:17 PM
You haven't really given enough information to be able to answer properly. At the very least I'd need to know the genre, the number of similar models which will be on screen at any one time and how much of the screen the model will generally occupy.
Sean Doherty
07-20-2004, 03:22 PM
You haven't really given enough information to be able to answer properly. At the very least I'd need to know the genre, the number of similar models which will be on screen at any one time and how much of the screen the model will generally occupy.
I guess figured most people had seen this screen shot:
StarCry Development Shot (http://www.FreelanceGames.com/Graphics/StarCry-S4.jpg)
Reactor
07-20-2004, 07:18 PM
If you have the right software to drop it back, I'd personally go for the 1500. If you don't, and you'd like to keep things closer to the 1000 mark for your models, the choice is obvious. I'm still wondering though (and this can make a big difference) are the models triangulated? If not, and you go for a 1500 (and you need triangulated models for your engine) the polycount could blow out a great deal more than the 1000.
sybixsus
07-21-2004, 03:21 AM
I guess figured most people had seen this screen shot:
StarCry Development Shot (http://www.FreelanceGames.com/Graphics/StarCry-S4.jpg)
Aha, sorry I hadn't seen that before. Ok, they're not animated, evidently they can get pretty close to the camera and although you can probably have a fair few on screen at once, it's not like you're going to have incredibly detailed backgrounds in a space game, so ok, on balance, I'd pick 1500.
Reactor makes a good point, of course. Any decent game artist would be telling you the triangle count, but it's worth being sure.
wazoo
07-21-2004, 05:49 AM
Unreal ship image!! Looks just like the WhiteStar!! :)
I'm bookmarking your site to take a look at it when it's released..as I'm already intrigued!
I guess figured most people had seen this screen shot:
StarCry Development Shot (http://www.FreelanceGames.com/Graphics/StarCry-S4.jpg)
Sean Doherty
07-21-2004, 08:36 AM
Unreal ship image!! Looks just like the WhiteStar!! :)
I'm bookmarking your site to take a look at it when it's released..as I'm already intrigued!
The Whitestar is not part of the game; it is a internet graphics used for development. Sorry