- Home /
Aeroplane seat model
Hey,
I'm modelling and aeroplane to use in Unity.
My problem is that only one seat has around 1000 polys. However I cannot reduce the poly count because the user will be "seated" on the chair a lot of time and so a reasonable quality is needed.
So my question is, 1000 polys to a plane chair is too much right?
Thanks for your help
It kinda depends on your computer. $$anonymous$$ore polygons makes your computer work harder.
I'm planning on having an entire plane...do you think and average computer could run an environment having an entire plane with several of this seats?
Well, is it a small plane or a 747? $$anonymous$$y short answer, based on my experience, is you can have many many thousands of polygons in a scene on today's machines.
Answer by Justin Warner · Jan 18, 2011 at 09:36 PM
Make it so he can only sit in 1 seat, and have that one high poly, make all the others lighter versions of... What modeling program are you using? In 3DS Max, use the optimize modifier.
Yes I'm using the 3Ds max. I'll try to use the optimize then. Thanks
Okay, move the settings up than, go slowely, I've had it crash a couple times because if you go over I think 7 iterations, it crashes... But yeah, that should help (I might be thinking of Turbo Smooth actually, haha), but yeah, should be good after that =).
Answer by DaveA · Jan 18, 2011 at 08:49 PM
That depends on how many such seats you will have. If only one, not too bad. If dozens, maybe not. Try it.
That said, if someone is sitting on it, why does it need so many polys, why wouldn't you want to reduce it. Wouldn't there, um, body be hiding most of those? The physical chair I sit in, I can't see much more than the arm rests, so the rest of it might as well be low poly.
Yeah I'll need a few seats. The user won't be sitting on the chair the whole time. I want him to be able to enter the plane, seat, walk around, he will be seeing the seats almost all the time.
Two ways to do, not exclusive. Start by using what you have and see how well it works. You may want to 'combine mesh' them but remember to look into the docs on optimizations about how many polys are good for one mesh. In other words, you might have 4 to 8 seats on one mesh.
If performance degrades, then reduce the polys on the model (which will reduce them for all instances of course) until performance is good again. If by then, the seat is too ugly, look into LODs.
That is, you would have one high poly chair, and one low poly chair, and a script that swaps them depending on how far the player is from it. Or if he's ever only going to get close to one or two chairs (pilot chair, for example), then just have those chairs be high poly and the rest low poly.
To cut down on the number of draw calls, which will speed up rendering. In the docs somewhere it talks about a good rule of thumb for the number of verts or faces in a mesh, being in the few thousands. To few, and you get many calls. Too many, and the calls bog themselves down. This makes a huge difference, especially on mobile devices.
Your answer
Follow this Question
Related Questions
Poly count limit for bump/normal map? 1 Answer
Blender Modeling To Unity 3D. 1 Answer
High Poly vs Low Poly with 3D Modeling? 1 Answer
poly and vertex counting at runtime 6 Answers
How to increase the polygon count? 0 Answers