Working Out a Poly-Count:
I want to discover the answer to how many polys I should set myself for the
dissertation. Given that, I know I want to produce a fleet or fleets of different
ships I need to start to build up a picture of how many ships are
required. I’d prefer to use a type system for producing models as it allows you to
have distinct ships and varying roles from one another. The type system used in
naval combat should be perfect for what I want. From researching WW2 ships
types (James E.S Davies. 2016), there seems to be around 12 distinct types.
|Frigate||Corvette||Passenger Liner||Merchant Vessels|
They all have their characteristics, some slightly similar to others. But they have
specific roles within a fleet. Given I don’t want to do all 12, I’ll pick 3/4 to
maintain a good variety of my models. Those I take forward in ship types I’ll
take from this list.Figure 1.(table)
Working from the top Figure 2.(image) would be a battleship class. This would be
the flag bearer of the fleet. It’s got the heavy guns but suffers from the lack of
speed. The next three are as follows Cruiser(Optional), Destroyer then
Corvette. I’ve made an image to give some sense of their general characteristics
such as scale, speed, firepower. This information alone is enough to start to
gauge how the poly counts are going to be split, with the biggest ship collecting
the most polys, the smallest the least. However, this still doesn’t give me an idea
on actually how many polys I should be looking at. The maximum I’ve made a
spaceship before for a module is 5,000 while outside of university I’ve produced
100,000 plus models, these of course take must longer to produce. Primarily my
poly count will be set to many factors, one the time it takes and the detail that I
can realistically achieve within that timeframe.
It’s an abbreviation I see everywhere LOD ( Level of Detail)
It’s dawning on me that the ability of a game engine to be properly optimised is
a crucial stage. Producing different models and leaving them all at High-
Poly is not the best way of helping that optimisation process, using LOD means
processing power can be spent elsewhere in the scene, as the further away an
object gets from the camera the lower poly model used. Figure 3.(ChaosDev.
2012)This is why I believe I need to focus on shaping just one fleet of ships,
but with the addition of creating different LOD models. At the moment a simple
High-Medium-Low set for each ship should suffice unless I discover otherwise. I
want to dedicate another blog to this subject, but I’ll be stating it now for
Finding poly counts in the types of games which reflect ships design such as
Elite Dangerous(ED), No Man’s Sky and Star Citizen(SC) can be somewhat
challenging and slightly skewed (MrDude. 2010). No Man’s Sky’s ships
are low poly variants, looking at Figure 4.(Re-Dhah. 2015)you can see most of
the detail is contained in the texture maps and not in the base mesh.
This could be down to the art style of the game which is mostly blocked
colour and very angular structures. Elite Dangerous and Star Citizen are
however much more evenly matched with arguably SC aimed at the next
generation of PC componentry while ED is very much here and now. This is
shown through the poly counts I’ve managed to find through different sources,
Figure 5.(IceyJones. 2013) that gives examples poly counts for the
SC 300i fighter, being around 178,000 Polys, other sources state the SC Cruiser
is estimated at 7,000,000 Polys. Obviously, I don’t have the capabilities nor the
time to create such a model.
Looking at Elite, I followed a tutorial (Kmai. 2016) showing how to pull 3D models
from games. Using it on ED, I was able to extract the Vulture from the game,
importing it into blender I was able to find it had a count of around 30,000 Polys
Figure6.(image). The Vulture is relatively small in Elite, with much
larger ships than itself, meaning I’d have to take this into account when deciding
poly counts, as a the texture will need that extra amount to texture evenly.
No Man Sky = ~ 5,000
300i fighter = ~ 178,000
Cruiser = ~7,000,000
Vulture = ~30,000
Overall I think SC is truly next generation with the amount of polys they use, Its
not something I believe I have the time to achieve with the three models with
LOD’s I want to create. ED’s poly counts I know is something I can achieve, with
it high enough for detailed models, but not too high that I can only produce one
in the timeframe I have. These benchmarks are something I believe I
base my figures for my models now, using an estimate for LOD’s
(Arno. 2011) that each LOD has an estimated 40% fewer
polys than the last. If I can keep the shape of the final LOD after a total 80%
reduction (High-Medium-Small) I should be happy with my poly count for each
ship. I’ll outline a rough set of poly limits beneath.
Arno. (2011). LODs.. Do you recommend them? | FSDeveloper. [online] Available at: http://www.fsdeveloper.com/forum/threads/lods-do-you-recommend-them.100238/ [Accessed 16 Sep. 2016].
ChaosDev. (2012). How change LOD in geometry?. [online] (image) Gamedev.stackexchange.com. Available at: http://gamedev.stackexchange.com/questions/31883/how-change-lod-in-geometry [Accessed 16 Sep. 2016].
Davies, J.(2016). World War Two Ships: Ship Types. [online] Available at: http://www.ww2ships.com/documents/doc0002-ship_types.shtml [Accessed 16 Sep. 2016].
Jones, I. (2013). Polygon counts for all the ships. [online] Available at: https://forums.robertsspaceindustries.com/discussion/50214/polygon-counts-for-all-the-ships [Accessed 16 Sep. 2016].
Kmai. (2016). How to extract ship models from Elite: Dangerous (or any DirectX game). [online] Available at: https://www.youtube.com/watch?v=yPLxCm3SyPU [Accessed 16 Sep. 2016].
MrDude. (2010). 3D model polygon count… How much is optimal? | Unity Community. [online] Available at: http://forum.unity3d.com/threads/3d-model-polygon-count-how-much-is-optimal.54832/ [Accessed 16 Sep. 2016].
Re-Dhah. (2015). Imgur: The most awesome images on the Internet. [online] (image) Available at: http://i.imgur.com/Mf1pMKx.jpg [Accessed 16 Sep. 2016].