Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by tomazsaraiva · Jan 18, 2011 at 08:43 PM · modelingpolygon-count

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

Comment
Add comment · Show 4
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image FLASHDENMARK · Jan 18, 2011 at 08:49 PM 0
Share

It kinda depends on your computer. $$anonymous$$ore polygons makes your computer work harder.

avatar image tomazsaraiva · Jan 18, 2011 at 08:53 PM 0
Share

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?

avatar image DaveA · Jan 18, 2011 at 09:36 PM 0
Share

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.

avatar image tomazsaraiva · Jan 19, 2011 at 12:16 PM 0
Share

It is a big plane like a 747 maybe

2 Replies

· Add your reply
  • Sort: 
avatar image
1

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.

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image tomazsaraiva · Jan 19, 2011 at 11:53 AM 0
Share

Yes I'm using the 3Ds max. I'll try to use the optimize then. Thanks

avatar image Justin Warner · Jan 19, 2011 at 03:25 PM 0
Share

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 =).

avatar image
0

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.

Comment
Add comment · Show 5 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image tomazsaraiva · Jan 18, 2011 at 08:52 PM 0
Share

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.

avatar image DaveA · Jan 18, 2011 at 09:38 PM 0
Share

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.

avatar image DaveA · Jan 18, 2011 at 09:40 PM 0
Share

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.

avatar image tomazsaraiva · Jan 19, 2011 at 11:55 AM 0
Share

Combine $$anonymous$$esh? Why?

avatar image DaveA · Jan 19, 2011 at 04:03 PM 0
Share

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

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

No one has followed this question yet.

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


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges