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[TOOL] M2i blender plugin (Import\export)
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PhilipTNG:
--- Quote from: "Valium" ---Is there a poly limit? --- End quote ---
As far as I'm aware, from my tests, wow can only render 20,000 polgyons from each individual m2 file, though that may just be per geoset... since in my tests, all of my custom models have been all in one geoset layer.
Valium:
Well, I am up to 13.354 polys in that particular mesh, however that is including quads so I'm probably well over 20,000 when it gets triangulated. Looking in 010 I have 15,824 verts. I believe this may be the issue then. I guess I need to simplify the model a bit.
Thanks Anthony. (Sweet Lambo BTW, been using it since you released it, my buddy Simping showed it to me. It's the very reason I decided to start messing with models and not just terrain.)
Steff:
Looks like not 2sided and normals on wrong side?
phucko1:
Besides, just increasing the polycount of the race models won't help you get anywhere. The textures and animations will also need refining if it is going to look anything close to good.
Elinora:
--- Quote from: "phucko1" ---Besides, just increasing the polycount of the race models won't help you get anywhere. The textures and animations will also need refining if it is going to look anything close to good. --- End quote ---
In most cases (especially in wow) the level of texture quality can make a bigger difference than the polygon count.
Using 15k polygons for a race is 3 times as many polygons as the revamped models of Warlords of Draenor. Now that makes the demand to quality really really high.
if it's not the same level, no point in adding extra polygons, as game design is all about undercutting the polycount to make the game smoother yet beautiful.
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