
The guideline is: That many, that the geometry looks good if displayed with 64x64 pixels. (So, you can post previews of your models in 64x64, too). Normal- and other fancy maps will not be used for these objects as they will appear in-game in something like 20x20 pixels. That's as big as the mouse cursor. The biggest place where they will ever be displayed is as a menu graphic.

Thanks for the heads up.
I'm a bit confused. When I made the barrels lowpoly, the feedback was that we're going to use sprites for smaller objects, and now you tell that the polycount matters, so I assume, that even smaller objects are rendered ingame. Whats the actual idea?

And, if we had (automatic) LOD (which is part of OGRE - but at the end we don't use it), then we just create a models that look good for 64x64 and ingame, a model with less polygons is shown. If someone will implement LOD is not known either.
So, independent of if they will be sprites or if there will be LOD + models, I wanted to clarify one thing:
The idea of this post is to remind the modelers that their models (for small, collectible objects) will never be shown in a higher resolution than 64x64 pixels (as title graphic) and 20x20 ingame anyway. So anything else than color maps would be overkill.
I wanted to silence the voices which said the models look too blocky when looking at a 300x300px preview of the model as well as those who said that X polygons is far too much. The guideline continues to be "so many polygons that the geometry looks good when displayed in the ingame-size" and for these objects it is 64x64.
For now, we will be using sprites since without LOD, using models for small objects is not really optimal.
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