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Old 06-06-2010, 10:00 AM
AdMan AdMan is offline
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Quote:
Originally Posted by Zorin View Post
I only increased the polygon count to a pount where there was no gain for overall quality beyond it, just like the SoW models. It is easy to throw around with polys, but there is no real gain in the longrun to do it just because you can.

Besides, where are those ugly edges on the Bf109 cowling? I can't see any. All I can make out are rough contours due to the lack of AA.
The poly count is quite good and barely noticeable but there are some instances that I've seen where I can count the polys, for instance on the Wellington cowling it looks pretty clear that it seems to be a 16 sided cylindrical shape.

...BUT, this may all be irrelevant as poly count is less of a concern for modelers with the new tessellation features of DX11 and the latest graphics cards. GPUs are now doing things like refinement algorithms which acts sort of like a smooth modifier does in 3dsmax. Of course there's no way to tell if this is being/has been implemented by looking at these screenies (pretty sure their all dx9 anyway) but if it is or if it can be applied in the future, advanced tessellation could probably make that 16 sided cowling look like a melted lump of butter. AND this can be applied to pre-existing models since it is a real time rendering process, the only question would be if you could apply the smoothing to specific polys without it adversely affecting the entire model.


read more here:
http://www.nvidia.com/object/tessellation.html

Last edited by AdMan; 06-06-2010 at 10:10 AM.