CorkyOutkast 10 Posted March 5, 2014 Hey guys I am working on a full sized steerable aircraft carrier that also has fully textured inside my question is what is the max poly count for arma 3 would you say? A good rule of thumb? Share this post Link to post Share on other sites
hem 33 Posted March 5, 2014 As fare as I know it's around 30 k but i'am not sure... But if you are doing a large carrier I would suggest splitting the model up and then putting them together in proxys, it works really well. Thanks, Hem. Share this post Link to post Share on other sites
CorkyOutkast 10 Posted March 5, 2014 Thanks man XD Thanks for suggestion I shall do that. I will try 30 k first and go on from there. I am building an awesome mod I think the community will like it. Share this post Link to post Share on other sites
Rages123 10 Posted March 5, 2014 is it a specific aircraft carrier? also will it have full decks and everything? this sounds epic Share this post Link to post Share on other sites
nodunit 397 Posted March 5, 2014 (edited) There is no true "max" polycount if you work around things, there is a max polycount for what bulldozer and Arma 3 can render on a single model file but this can vary based on your UV's. More UV splits means more hidden polycount as the engine splits the model, even if you don't see it visually, so a model with more simple UV's can push up to 25K+ in bulldozer but a model with a complex unwrap would be 20K or so. That said, you can force more polygons via proxy models but keep in mind that proxy's should only be used on nonmoving parts, for example if you add it to the hull in the form of..nets, drumbs, railing, details on the bridge then it will be mostly fine. Another thing to keep in mind that on large maps and under latency, in multiplayer proxies can something shift a bit while on the move, so you may see said parts "jiggling" a bit, hence caution to make the base object one whole of the actual object and then use proxies for details if you go that route. All this said, you can get away with a lot of things if you use your polygons in a smart manner...for example if you have a stairwell railing, don't use an 8 sided cylinder, use four or at the max 5 (have the top point facing downward) and always remember that you can see edges far more easily in the editor than you will ingame. Also since you are looking into fully textured interiors then you may want to look into tile mapping, Uv mapping something so large would be a nightmare and would force you to use such a low resolution of texture as a result. Edited March 5, 2014 by NodUnit Share this post Link to post Share on other sites