View Full Version : FaceCount and VertexCount ?
MightyMom
2nd Feb 2007, 11:56 AM
Can someone please tell me what is a good FaceCount and VertexCount for meshes?
Is there an amount I should not go over?
I saw a post here somewhere that said meshes under 5000 so is it as long as they are under 5000 for the FaceCount I am safe?
Thanks
IgnorantBliss
2nd Feb 2007, 12:17 PM
5000 polygons for smaller objects is quite a lot. HystericalParoxysm has an article about polygon and vertex counts in the Game Help FAQ section, I'd recommend you take a look at that :).
StarboardParoxysm
2nd Feb 2007, 12:17 PM
Whoever said that was entirely wrong - some objects can be 5000, some objects shouldn't be. It's a lot more complicated than a simple limit. See here: http://www.modthesims2.com/article.php?t=217408
Making your own meshes, comparing to Maxis meshes of the same type/size is a good way to get an idea of a reasonable poly count.
MightyMom
2nd Feb 2007, 12:52 PM
Thanks I will read that article I looked for info here but did not see that article.
I made a wall hanging using the fan for me clone which has FaceCount of 324 and VertexCount of 316 After making my mesh it now has FaceCount of 964 and VertexCount of 624 is that to much?
Off to read the article. :)
StarboardParoxysm
2nd Feb 2007, 12:57 PM
Not necessarily. :)
Certainly lower is better, but that's within an acceptable range for a single-tile object. If its level of detail warrants 964 polys, that's probably not too much. :)
MightyMom
2nd Feb 2007, 1:12 PM
That article was very helpful thanks so much I do have a better understanding now. Is it ok for me to put a link to the page of some of the great articles her that I would like to point my guest to? Like this Article I would like to add a link to it for my guest when they come to download my meshes to help them understand to. :)
Just to be sure I am understanding this right
FaceCount is the polygon count right?
Here (http://www.jaddon.com/chrissy/helmet.JPG) is a link to the wall hanging I mentioned above with the 964 ploy so far anyway.
Thanks so much for your help! :)
StarboardParoxysm
2nd Feb 2007, 1:24 PM
Certainly, go right ahead and link to the articles here. They're here to be learned from. :)
Yes, face count is the polygon count. Faces = polygons.
Edit: 964 isn't too excessive for that, no. Looks like most of them are in the face, err, wire-stuff, and the, erm, nubbin on the side, which you might be able to do slightly differently here and there, but 964 still ain't bad. You may try (on a new copy of the mesh - your working version saved elsewhere) using the DirectX reducer under the Tools menu (that sure looks like Milkshape) to see if you can shave it down a little here and there, but you wouldn't have to go far or necessarily do so, especially if the impact of it was too much for the reduction amount.
Edit in the Second: I edited while you were posting about my edit. Ha!
MightyMom
2nd Feb 2007, 1:25 PM
Thanks :) I edited my post above to add a link to an image I think you where posting at the same time I was using edit. LOL
MightyMom
2nd Feb 2007, 1:47 PM
yep it is Milkshape :) I tried to use that DirectX reducer tool but everytime I try to use it freezes and shuts down milkshape. :( What button do I use to reduce the poly's? There are a few in the tool window.
That started out as a sculpture I made I saved it as a milkshape file so I can use it again I flattened it to make the wall hanging but I have done some changes been working on it think I got the poly's lowered :)
WesHowe
2nd Feb 2007, 4:04 PM
I tried to use that DirectX reducer tool but everytime I try to use it freezes and shuts down milkshape.
The DirectX tools do work. You may benefit from updating the opengl drivers MilkShape uses (driver issues cause lots of odd crashes). You can find a set that work correctly here:
http://chumbalum.swissquake.ch/files/mesa641dlls.zip
Unzip them into the MilkShape program directory.
<* Wes *>
Dr Pixel
2nd Feb 2007, 4:51 PM
That's a great article, HP. I never saw it before either - may I suggest putting sticky links to it into both the object and body mesh editing forums? This is something that many new meshmakers (at least new game meshmakers) often overlook.
I also would like to mention that not all the "detail" of a 3d object must be part of the actual mesh, it's often easier and just as effective (and less polys too) to make the details part of the texture image.
MightyMom
3rd Feb 2007, 2:38 AM
The DirectX tools do work. You may benefit from updating the opengl drivers MilkShape uses (driver issues cause lots of odd crashes). You can find a set that work correctly here:
http://chumbalum.swissquake.ch/files/mesa641dlls.zip
Unzip them into the MilkShape program directory.
<* Wes *>
Thanks Wes for the download going to try it out! :)
That's a great article, HP. I never saw it before either - may I suggest putting sticky links to it into both the object and body mesh editing forums? This is something that many new meshmakers (at least new game meshmakers) often overlook.
I also would like to mention that not all the "detail" of a 3d object must be part of the actual mesh, it's often easier and just as effective (and less polys too) to make the details part of the texture image.
It is a great article and from a new mesher it was very helpful. But I did do a search and did not see it. It would be helpful to have it pinned. :)
Thats what I ended up doing I removed a lot of the detail I had made in my first obj file and used tex imaging instead for the detail and now my mesh is
FaceCount (polygons) = 488 from 964 much easer to make the obj file less work to make when not adding so much detail :)
Thanks so much for all the help! I am very greatful cause now I can make meshes and without the hard work from everyone here I would not of been able to learn. :)
IgnorantBliss
3rd Feb 2007, 8:12 AM
It is a great article and from a new mesher it was very helpful. But I did do a search and did not see it. It would be helpful to have it pinned.
HP posted a direct like to it in the third post of this thread.
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