Alek
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When bringing models into RealFlight, the KEX exporter plugin enforces a 20,000 triangle limit (including collision frames). This is done for several reasons:
1. Performance implications in-game. The more polygons any individual model contains, the more resources are required to draw that model on screen. Performance in any 3D application is a delicate balance between polygon and texture budgets, multiplied by how many objects will be on screen at any given moment, added to all the other features an application needs processing time for (flight physics, screen effects, etc.). The 20k limit is enforced to help maintain this balance in RealFlight. RealFlight needs to be able to render full 3D scenery, background objects and multiple aircraft on screen at once.
For comparison, 10k is still actually considered quite high for a single asset in a game or simulator (Gears of War, Microsoft Flight Sim, etc.). In most cases, as hardware becomes faster, it is more effective to use those performance gains to render more complex lighting, better shaders, and more elements on screen at one time instead of throwing more polygons at any single asset.
2. Import performance. There is an upper limit to how complex a single mesh can be and successfully load into RealFlight without causing stability issues. The KEX poly limit is enforced to maintain stable application performance.
In-house we always shoot for as close to 10k as possible for an aircraft. Helicopters will usually be higher, but should never go above 15k. For example, the new P-51 in G5 is 9.3k, the Russian Thunder model in G5.5 is 13.2k, and the Thunder Tiger Innovator from G5 is 14.4k. These numbers include all cockpit details, and exclude collision frames, propeller and rotor blades.
Important! Artists should keep in mind that a ‘poly’ can have three or more sides, and when we’re talking about poly goals and limits, we are only referring to polygons with exactly three sides. In Studio Max, make sure you are displaying both the “Polygon Count” and the “Triangle Count” in your viewport statistics (Click the plus sign in the upper left of the viewport, select “Configure…” then the “Statistics” tab).
A few tips:
-Focus on the silhouette of the object. Nothing screams ‘game model’ like rough curves or jagged edges. Sweeping external edges are a better geometry investment than a lot of internal details that could be brought to life with simplified geometry and exceptional textures.
-Don’t be afraid to weld. After you’ve made an initial pass at the basic forms, you should be constantly looking for places the mesh can be simplified without destroying those shapes. Points and edges that can be welded or deleted resulting in fewer triangles should always be eliminated.
-Prioritize details. Keep in mind at what distance the model will most usually be viewed from, and what the minimum and maximum ‘safe’ viewing distances will be for the object. Distribute polygons and texture space accordingly.
-Use smoothing groups to your advantage. Smoothing groups are a very powerful tool in Max. Put many polygons in the same smoothing group to average the surface shading and make it appear as if there is more smooth geometry than there actually is. Likewise, consider creating hard edges by splitting the smoothing group, instead of creating a chamfer or bevel.
-Use normal/specular maps. By adding a normal or specular map to your model, you activate ‘per pixel shading’, which renders much smoother highlights and shadows on the model. Even if you don’t want to paint in every detail, adding a very small normal map (128x128 pixels) will give you smoother highlights over the whole model.
-Research. There are many great resources online and in print for 3D modeling, and forums like CG Society and Polycount are both great communities to visit for inspiration and learning. This simple Max tutorial may help illustrate some of the above concepts, and give further insights into modeling and texturing low poly assets.
Attached are a few screenshots which show the wireframes of some of RealFlight’s more complex models. These shots will hopefully give you a better idea of how we build our assets for optimum efficiency and visual impact.
1. Performance implications in-game. The more polygons any individual model contains, the more resources are required to draw that model on screen. Performance in any 3D application is a delicate balance between polygon and texture budgets, multiplied by how many objects will be on screen at any given moment, added to all the other features an application needs processing time for (flight physics, screen effects, etc.). The 20k limit is enforced to help maintain this balance in RealFlight. RealFlight needs to be able to render full 3D scenery, background objects and multiple aircraft on screen at once.
For comparison, 10k is still actually considered quite high for a single asset in a game or simulator (Gears of War, Microsoft Flight Sim, etc.). In most cases, as hardware becomes faster, it is more effective to use those performance gains to render more complex lighting, better shaders, and more elements on screen at one time instead of throwing more polygons at any single asset.
2. Import performance. There is an upper limit to how complex a single mesh can be and successfully load into RealFlight without causing stability issues. The KEX poly limit is enforced to maintain stable application performance.
In-house we always shoot for as close to 10k as possible for an aircraft. Helicopters will usually be higher, but should never go above 15k. For example, the new P-51 in G5 is 9.3k, the Russian Thunder model in G5.5 is 13.2k, and the Thunder Tiger Innovator from G5 is 14.4k. These numbers include all cockpit details, and exclude collision frames, propeller and rotor blades.
Important! Artists should keep in mind that a ‘poly’ can have three or more sides, and when we’re talking about poly goals and limits, we are only referring to polygons with exactly three sides. In Studio Max, make sure you are displaying both the “Polygon Count” and the “Triangle Count” in your viewport statistics (Click the plus sign in the upper left of the viewport, select “Configure…” then the “Statistics” tab).
A few tips:
-Focus on the silhouette of the object. Nothing screams ‘game model’ like rough curves or jagged edges. Sweeping external edges are a better geometry investment than a lot of internal details that could be brought to life with simplified geometry and exceptional textures.
-Don’t be afraid to weld. After you’ve made an initial pass at the basic forms, you should be constantly looking for places the mesh can be simplified without destroying those shapes. Points and edges that can be welded or deleted resulting in fewer triangles should always be eliminated.
-Prioritize details. Keep in mind at what distance the model will most usually be viewed from, and what the minimum and maximum ‘safe’ viewing distances will be for the object. Distribute polygons and texture space accordingly.
-Use smoothing groups to your advantage. Smoothing groups are a very powerful tool in Max. Put many polygons in the same smoothing group to average the surface shading and make it appear as if there is more smooth geometry than there actually is. Likewise, consider creating hard edges by splitting the smoothing group, instead of creating a chamfer or bevel.
-Use normal/specular maps. By adding a normal or specular map to your model, you activate ‘per pixel shading’, which renders much smoother highlights and shadows on the model. Even if you don’t want to paint in every detail, adding a very small normal map (128x128 pixels) will give you smoother highlights over the whole model.
-Research. There are many great resources online and in print for 3D modeling, and forums like CG Society and Polycount are both great communities to visit for inspiration and learning. This simple Max tutorial may help illustrate some of the above concepts, and give further insights into modeling and texturing low poly assets.
Attached are a few screenshots which show the wireframes of some of RealFlight’s more complex models. These shots will hopefully give you a better idea of how we build our assets for optimum efficiency and visual impact.