How much poligons?

ArlingArling Russia Join Date: 2015-05-21 Member: 204727Members
Sorry for bad language, perhaps, but i have a question. There are any 3D-modellers in this Forum? Or maybe some one ripped off models from the game(for showing his ideas, or just for fun?). The question is How much polygons contains in models of subnautica? I'd like to make some models for showing my ideas, but i don't know complication of game models. And what you thought about materials? For now i try use matte plastic, but it looks like sh... bad...


yes, it is not my Model, of course! Just one of the last models of Fox3D for discussion...(in wireframe it looks awesome!)... and it has 1 800 000 polygons(i just see it... anyway - question about materials and other models is still opened)
Link to Sketchfab

8ghjgd55ql7o.jpeg

By the way, is it possible to ask the developer some of the data on the game to create the ideas yourself? They could add any character or the author is somehow to share models and textures that definitely added to the game. I know that it is the audacity...

Comments

  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    That's the high poly version of the observatory and there's two of them in the one file, which is why the poly count is as high as it is. I think the low-poly version that's in game will be roughly 18,000 triangles.

    If you're interested in making this kind of art for yourself, I highly recommend you visit polycount.com/, especially their excellent wiki, which contains all sorts of advice, tips and tricks.
  • ArlingArling Russia Join Date: 2015-05-21 Member: 204727Members
    Insane wrote: »
    I think the low-poly version that's in game will be roughly 18,000 triangles.

    If you're interested in making this kind of art for yourself, I highly recommend you visit polycount.com/, especially their excellent wiki, which contains all sorts of advice, tips and tricks.

    18000 triangles - that is quite a bit. Also, i noticed that All game developers try to triangulate their models. For what? Will it cause increasing of render speed and reducing the load on the graphics card? All lessons show creating of non-triangulated models, and process of triangulation in 3DS Max convert "correct wireframe" into the monster. Is triangulation necessity?

    And, yes, thanks for links. I will read it.
    And another small question, if you please.
    How did create shape of seamoth cabin? It is not looks like modeller worked with polygons and standard extrude. I highlighted it with a red line. I Tried to find any lessons about it, but those "any lessons" had explained creation of standart objeсts, created from standart primitives and splines - it is houses, bullets, chalices, etc. May be there is special mechanic of creating such "the sharp connection of smoothed objects"hbjay3w3w6xh.png
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Game engines use triangles because they are the simplest possible polygon, which means they are the easiest to render.

    The lessons show creating non-triangulated models because they are usually easier for the artist to work with. It's usually not 100% necessary to triangulate the model yourself as that will happen as part of the build process for most modern game engines. However, a lot of artists choose to do that step themselves because it gives them a clearer idea of how the model will appear in-game.
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