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Thread: faces.

  1. #1
    Borland366
    Guest

    faces.

    Hello.

    I'm ceating stuff with blender and want to import them into udk. how many faces can i use without udk starting to lag like the "F" word. In the aug im working with now i wave 3093 faces.

    thank you.
    PS: sorry if my english is bad.

  2. #2
    JessieG
    Guest
    3000 polygons is roughly 6000 triangles depending on your topology so that seems like a lot unless you're working on a character, weapon, or other very important piece that gets a lot of screen time. Though UDK can handle a lot, the fewer the better. If its not an important piece try using it to generate a normal map on a lower poly model.

  3. #3
    geodav
    Guest
    ok this might help you depending on the type of game/platform your going for
    PC
    Characters 9-12k triangles
    Weapons 6-12k triangles
    Vehicles upto 20k triangles
    StaticMeshes up to you

    your better of having a look at the Epic content that comes with UDK

  4. #4
    Borland366
    Guest
    well it's a fps and an styer aug that the player are going to hold and shoot with so it will have a lot of screentime.
    so to me it seems that it works just fine.

    thank you.
    PS: sorry if my english is bad.

  5. #5
    JessieG
    Guest
    That seems perfectly fine then. Just keep a smaller number in mind for objects in the environment and you should be good.

  6. #6
    Borland366
    Guest
    yes. that i understand.

  7. #7
    CreateNPlay
    Guest
    Also, if you are developing for mobile like me, You want to cut your Tris to a third of what you normally do, it's not the Tris and polies that kills you, it's the amount of objects/textures.

    If you have a forest of trees, make them all 1 model, not 500 seperate ones.

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