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Sakai

Min and Max Polygons?

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Hey guys! wanted to ask because couldn't find it anywhere, is there any min and max amount of polygons a model can have to be used in ArmA 3?

Thank you and pardon if I got into the wrong place but since it s a 3d model question this fits it perfectly in my opinion :)

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The maximum is ~32,000 points/vertexes for a single model - how many faces/polygons that equates to depends on the exact topology of you mesh (things like whether you are using triangles or quads, whether the mesh is completely closed etc. etc.)

Really though you should be more concerned on what is an appropriate limit to set yourself for the type of model you're doing, rather than the absolute limits set by the engine. Not every model deserves to have as much detail as others, and sometimes it's just necessary to make some models less detailed than others in order to be efficient on performance.

Things like Helmets, NVGs etc. would typically have fewer polygons than a say a tank, because their shape is less complex, and 'minor' details on a vehicle are more noticeable at distance than those on a weapon or other small item, due to their inherent size. Also, the more 'important' and 'unique' an item is likely to appear in a scene the more faces you can probably get away with lavishing on it.

A scene where there is a tank model with 10k points being escorted by 20 guys carrying rifle models with 32k points is going to be far more more demanding than a scene where there is a tank model with 32k point being escorted by 20 guys carrying rifles models with 10k points, and an observer will likely appreciate the benefit of a more detailed tank in the latter scene sooner than they would notice all the small, detailed weapons in the first scene.

Various people at BIS we've spoken to about the models they made for Arma 3 have suggested rifles average out at around 10,000 faces, where vehicles tend to go up to around 20,000 faces - but those are merely suggestions; not limits you should fear to come under, or exceed slightly when making your own models.

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The maximum is ~32,000 points/vertexes for a single model

I guess that's the limit for O2 PE?

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I guess that's the limit for O2 PE?

True, that's the limit for O2/buldozer rather than the game, but at some stage when making a model for the game one is going to need to use O2, and most if not all models in the game come in under this value (usually by quite a lot) - so it's a pretty good value to treat as the red-line for what's suitable for the game even if you can fudge your way around it.

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True, that's the limit for O2/buldozer rather than the game, but at some stage when making a model for the game one is going to need to use O2, and most if not all models in the game come in under this value (usually by quite a lot) - so it's a pretty good value to treat as the red-line for what's suitable for the game even if you can fudge your way around it.

I was just wondering of it BI had conjured some limit on the DX11 side, or if perhaps it was a file format limit, or something to do with the tools.

Hopefully the next version of O2 will not be limited in this way... although, I think it forces good real time modelling practices.

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I was just wondering of it BI had conjured some limit on the DX11 side, or if perhaps it was a file format limit, or something to do with the tools.

Hopefully the next version of O2 will not be limited in this way... although, I think it forces good real time modelling practices.

I would also kind of want an answer for this one ;)

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I was just wondering of it BI had conjured some limit on the DX11 side, or if perhaps it was a file format limit, or something to do with the tools.

Hopefully the next version of O2 will not be limited in this way... although, I think it forces good real time modelling practices.

The latter part of your statement is why I hope it remains. The limit, whether imposed or real, helps ensure some level of efficiency (to an extent of course). There are still far too many cases where people feel 'well, what's wrong with a 15,000 face grenade, it's well under the limit' - what happens when there is no limit?

I'd struggle to think why 90% of content should need to even approach 32,000 faces, let alone exceed it? (That being said, it would be nice to be able to lavish wheeled vehicles with proper tyre tread ;) )

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well for development purposes in o2 without a3 .Exe it is nice to sometimes edit terrains as.obj i would not uncommonly like to use in excess of 300,000 for this purposes , this is extreme i understand , but if you imagine you want to make a river object and you want to mirror the land , it is best accurate to scale down an .obj of the terrain and copy those faces wich are required and then make what it is you need , river or even a Psuedo bunker i guess and scalback up /cut and seperate to less than 50m per obj .

very extreme but again for those who dont want extra pipelines of blender etc etc its nice to do all things with BIS tools.

just incase of misnderstanding someone said its o2PE limit , im not talking of putting such a thing in the game of course , merely being able to view on a lot more of the model when developing it :)

i am aware the above could be done ingame and exporting vertpositions etc and translating to 02 ,however would be nice to get more in the viewer direct without proxy thing

Edited by Thromp

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This is true, but then I'm not sure if the Limit is a model by model basis, or just the scene? I.e. could you not have the surrounding features introduced as a proxy so you can view it together?

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02 has no limit ( well i have had ober half a million in , but O2 Bulldozer has the 32,000 as suggested (visitor can do millions in ascene obviously), i am hoping for developing purpose it has risen with A3 .exe and Oxygen 3 , i guess i could set out an A3 p drive and test but will wait for fina A3 .exe

Problem with proxies is if your proxy(ing) for testing you can only animate the whole proxy not individual bones within a proxie and you cant proxy in a proxy , so say i wanted to do the RTM for the Bridge like Bis have on destruction, i would really have to go in game , but i would rather cut out a piece of terrain and use it has environment and test in the dev branch of P.

anyway think i am going off a bit here i want too much even reading my own post , just would be nice if the 32,000 was gone at least for devving :)

Edited by Thromp

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That being said, it would be nice to be able to lavish wheeled vehicles with proper tyre tread ;)

You need help :P This tyre fetish cant be healthy.

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That being said, it would be nice to be able to lavish wheeled vehicles with proper tyre tread ;)

If you really needed to you could use proxies for the wheels.

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If you really needed to you could use proxies for the wheels.

Indeed... but as DM said, define 'need' ;)

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I think when you get the shakes, that's probably a good definition of need.

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Considering I spent a good 25% of my time on the wheels of my vehicles, I certainly have a problem. I haven't quite gotten to the stage where I believe I can allow myself to model the tread yet.

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