Author Topic: AH models, how many polygons/structure  (Read 573 times)

Offline Blank

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AH models, how many polygons/structure
« on: June 30, 2002, 09:26:37 PM »
I'm trying to get into a games company over here in england, any one in the community (HTC staff included obviously) have any info on structure of AH planes, i.e. number of polygons, how many  objects make the plane, how many texture panels are used?

heres the only plane i've made so far made with 3ds max:

Offline plumbob

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AH models, how many polygons/structure
« Reply #1 on: July 01, 2002, 12:14:02 AM »
Thats a VERY nice rendering job.  The plane isnt 100% structurally accurate but its still a very nice model, i would pay you if i was a game designer :)

Offline Blank

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AH models, how many polygons/structure
« Reply #2 on: July 01, 2002, 11:21:16 AM »
was mitsu does great sounds, surely there are modellers out there skilled enough to create planes/GV's which could take pressure off HTC?

look at the success of HALF life counter strike,that was origonally a mod.

just an idea. :)

Offline OmegaMrk

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AH models, how many polygons/structure
« Reply #3 on: July 07, 2002, 07:00:59 PM »
Quote
Originally posted by Blank

look at the success of HALF life counter strike,that was origonally a mod.



Yeah and now its a lamer-10yr old Kid ridden game impossible to play :)

Offline Hristo

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AH models, how many polygons/structure
« Reply #4 on: July 11, 2002, 05:41:24 AM »
you can always take the challenge and build the planes for Il-2

don't remember right now, I think polycount was 3000 for highest LOD

Offline Blank

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AH models, how many polygons/structure
« Reply #5 on: July 11, 2002, 10:15:47 AM »
thx Hristo for info, didn't know that, very appreciated :)

Offline Voss

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AH models, how many polygons/structure
« Reply #6 on: July 11, 2002, 05:26:59 PM »
What you will find is that most modeling artists tend to prefer more polygons, yet the designers will restrict your polygon count, and then lower the count during production, and then again just before release. It's the biggest disagreement issue in game creation.

Offline CDR Akira

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AH models, how many polygons/structure
« Reply #7 on: July 11, 2002, 07:54:13 PM »
This is true:

examples;WB,AW,DoA,F-22,DeltaForce

these are programs that have lower polygon count than most games for other consoles(PS2,XBOX,etc.).

Polygon count in AH and WB3 are very high causing HD graphics and adding more polygons makes smoother Planes/GV's/People this is very good but designers become afraid cause of memory space so what they do is cause the model artists to lower the polygon count to save memory.:o

okay,I know this cause i've seen this on my PS2 and Delta Force 2

Metal Gear Solid 2 has a pretty good poly count,Delta Force 2 however has some problems(too low poly count).

games like MGS2 have exellent graphics like AH and WB3

games like DF2 have low graphics like AW,WB,DoA,and FF7

With thine point made I rest.

Good Night and God Bless thou:cool:

Offline Hristo

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AH models, how many polygons/structure
« Reply #8 on: July 12, 2002, 05:49:19 AM »
http://www.il2center.com

has user built planes, tips etc.


remember, you won't get paid for those ;)

Offline ArceBandit at 6

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AH models, how many polygons/structure
« Reply #9 on: July 13, 2002, 07:38:07 PM »
AH gets away with high poly count because it has low res texture on objects.