I assume you mean to say: "will the wpoly count drop when I construct a ceiling of seperate brushes instead of one big brush?"
The answer is: no, 1 big brush gives a lower wpoly count.
What probably confuses you is the fact that large faces get cut up during the compile process. Although this is true (faces get cut up every (240xtexture scale) units, the extra faces generated by creating many seperate brushes will give a higher poly count. Another reason can be that sometimes the compiler makes extra cuts at the faces. To prevent this you could create a checkerboard pattern of hintbrushes to create a 240x240 grid to help the compiler. Since this takes a lot of work and compile time and only works on very crude rooms it isn't something you're likely to ever need.
<i>this can of course be changed :E </i> Sure, but few people are willing to use a new and experimental tool with warnings like "will most likely only screw up software mode" to decrease their poly count. And if you've got a decent amount of brush detail in your map the gains won't be all that impressive anyway.
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The answer is: no, 1 big brush gives a lower wpoly count.
What probably confuses you is the fact that large faces get cut up during the compile process. Although this is true (faces get cut up every (240xtexture scale) units, the extra faces generated by creating many seperate brushes will give a higher poly count.
Another reason can be that sometimes the compiler makes extra cuts at the faces. To prevent this you could create a checkerboard pattern of hintbrushes to create a 240x240 grid to help the compiler. Since this takes a lot of work and compile time and only works on very crude rooms it isn't something you're likely to ever need.
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this can of course be changed :E
Sure, but few people are willing to use a new and experimental tool with warnings like "will most likely only screw up software mode" to decrease their poly count. And if you've got a decent amount of brush detail in your map the gains won't be all that impressive anyway.