View Full Version : Poly limit
SkyofAshes
02-23-2008, 05:24 PM
I was wondering,
Is there a Bone limitation on the skeleton?
Is there a Poly limit on characters?
How BIG of a difference is it when creating SINGLE PLAYER or multiplayer assets, will that play a factor in these or any other limitations?
Denfound
02-24-2008, 06:34 AM
Well
i know that there are a limit poly at the export (xsi -> cgf )...
yesterday when i want to export a "big" model the export failed due to a limit of polygon. Then i broke the model in two different part and it work ^^.
Leonard
02-24-2008, 08:15 AM
There's no bone limitation for the Mod Tool but it won't export to CryENGINE at the moment because the plugin only supports static meshes. Full animation support will come soon.
The export limit for the Mod Tool is 64,000 triangles per mesh. So breaking a heavy model into two is the best way to 'get around' the limitation.
L.
Dave Usher
02-24-2008, 01:48 PM
Leonard, I was Just wondering roughly how long do you think it'll be before the animation support will be ready?
Denfound
02-24-2008, 04:16 PM
I think when it's done :p.
a quote from the crymod forum :
Additional Information
Below you find a quote of a post from Michael Endres who is Crytek's Art Production Manager:
quote: Just to let you knowm some facts about the plugin and some future outlooks.
1. The plugin is in beta stage - some things might not work in a streamlined way.
We will fix the bugs as we find them or being reported. This will also be a guniea pig for our documentation. We will improve it based on the questions we will be asked by users.
2. The plugin currently only supports cgf export.
We decided to split the development for the static part and the animation part of the plugin, and release it in 2 phases. This gives us the possiblities to get feedback from you on workflow, bugs and documentation, while we are working on the animation part.
We do not have a date for the next release, but Crytek is now commited to use COLLADA in the asset creation pipeline and therefore has a vital interest to create a stable animation pipeline soon.
3. the exporter supports: material creation, lods, occlusion objects, jointed breakable objects. It has almost all the features (OK - there is the capsule primitive missing right now) you need to create "static" assets similar to the quality and functionality the Crysis assets have.
SkyofAshes
02-24-2008, 04:30 PM
Info originally found here: http://www.obsidianedge.net/index.php?op...d=93&Itemid=172 (http://www.obsidianedge.net/index.php?option=com_content&task=view&id=93&Itemid=172)
ANSWER
Weapons (1st person and 3rd person bind models)
1st person: about 6000 triangles (same as cryengine1; not more really needed – above, normal maps are not needed)
3rd person: about 1500 triangles
Characters
As we are using attachments we have to split the triangle numbers in the separate parts:
* Heads 3k triangles
* Body 5k triangles
* Attachments 1 k triangles
Vehicles
Max. 20000 polygons is our internal limit
Buildings
Hard to answer – put detail were detail is needed. No real need to go crazy. If you only have a few buildings in your level you can spend more triangles, but you should be careful in City maps.
Vegetation
Between 500 and 2500 triangles for trees –whereas the ones with 2500 should not be used in a dense forest because of the filtrate – It heavily depends on the scenery you want to create.
Misc entities
Depends on the size and the complexity.
If you use one material, 300 polygons for a box are ok. This is the minimum number, one set of material should use in an object, as the setup for the renderer is much heavier compared to the actual rendering of these polygons. This also means you do no need LODs for objects lower then 500-600 triangles (given they only use one material).
QUESTION
How many LODs will be supported in CE2, are you sticking to just the 3 again?
ANSWER
We stick to the 3 LOD's - not a real reason to make 4 (just needs more memory). Polycount is not the big problem when rendering our datasets. Material changes and the resulting draw-calls affect performance much more heavily on modern graphics cards than pure triangle count alone.
QUESTION
Can vegetation be rotated or is it necessary to model many versions of the same tree to stop the "tree tiling" look.
ANSWER
We support vertical rotation of vegetation.
QUESTION
What are the texture resolutions for weapons, character, etc. in Crysis?
ANSWER
Weapons 1024x1024; Character head: 512 x 512 to 1024 x 1024; Character body: 1024 x 1024; Attachments: 1024 x 1024.
A general rule should be that you do not extend 170 to 190MB for the targeted Spec including mesh geometry. The last 60 MB (256 – 60 = 196MB) will be used for dynamic textures (shadow maps).
You should therefore divide the available amount by the assets you want to show in the level.
A good advice is to keep the numbers of different materials per object very low and put more polygons into the object. The graphic card can a) handle polygons much better than loading different textures and b) can give you much more detail with lower memory consumption.
QUESTION
The number of materials per building:
ANSWER
From 7 till 20 materials.
QUESTION
The ingame height of a character unless the players want to bump their head on the doorway.
ANSWER
Real world size (means about 1.90 meter)
QUESTION
Gun clipping through walls, so what’s the thickness required before you can no longer see the gun?
ANSWER
There is no gun clipping in Crysis – all you need is a physics proxy.
QUESTION
Do breakable windows work in the engine on a DS? Do breakables work the same way as in CryEngine1?
ANSWER
no
QUESTION
What’s the height of a stair so a player can walk up the stairs without juddering/jumping?
ANSWER
Real world size (about 16 cm high and 32 cm deep)
Denfound
02-24-2008, 05:07 PM
Thank you.
It will be very useful :).
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