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 Post subject: how many fp polygons can support?
 Post Posted: Sun Apr 14, 2019 3:48 am 
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Joined: Sun Dec 30, 2018 8:17 am
Posts: 68
Location: France
how many fp polygons can support? for a reasonable opening time table.
because I will replace DT by 3d character.

conversion to low poly without much distortion , an idea ? (in nurbs maybe ?)

can we optimize all the table with blender ?

the ball has far too much polygon....it can damage his physique?

and this for many other objects (wire under ball by example)


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 Post subject: Re: how many fp polygons can support?
 Post Posted: Sun Apr 14, 2019 8:58 am 
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Joined: Mon Sep 21, 2015 10:33 am
Posts: 160
Location: UK - Bridgnorth (Shropshire)
Hi Backup,

Generally speaking, it is recommended to keep the polygon count to below 1,500 on each respective model.

SOURCE: http://www.pinsimdb.org/projects/fpm_editor/

Regards,

Gin


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 Post subject: Re: how many fp polygons can support?
 Post Posted: Sun Apr 14, 2019 9:00 am 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2242
Location: Arkansas, USA
I know very little about models. But you might want to look at Rom's Masters of the Universe table at the following link:

http://www.pinsimdb.org/pinball/table-2 ... iverse_ule

He published an HQ version and a rapid loading version. The models on the HQ version have about double the number of polygons as the rapid loader. I performed a mod of this table. I decided to use the textures for playfield and plastics from the HQ version but used the models from the rapid loader. I played both versions and performed a zoomed in close inspection of the models on both. I could see some minute differences but thought the models on the rapid loader looked as good as the HQ version.

George


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 Post subject: Re: how many fp polygons can support?
 Post Posted: Sun Apr 14, 2019 12:15 pm 
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Joined: Mon Feb 27, 2012 10:39 am
Posts: 1908
In 3d you can improve thing instantly with good texture baking only.
http://oculusdrifter.blogspot.com/2014/ ... odels.html

Remember, camera is at a distance most of the time so the eyes don't always need a high poly.

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