Hey guys, quick question.
Anyone know the max amount of tris Halo will work with per BSP?
I have no idea. but you would be limited to what a uses PC could handle.
Why, do you have something that you think will max it out?
Testing some new workflow methods. Specifically, outputting a low-ish res mesh from World Machine 2, cleaning the model up in Max, then making it Halo-ready. Was just wondering how far I could go with terrain detailing.
Basically I want a portfolio that doesn't consist solely of CryEngine2 stuff, and as I absolutely hate working with Source and UE3, Halo seems like the way to go for adding some variety. :)
I would suspect that the low standard for Crysis would be the high standard for Halo.. I'd just export it to tool, made or not, and debug it.
Yeah, suppose that's the best idea really. Will report back with any results I get.
And btw, low standard for CE2 is like 500k tris per scene, and that's with occlusion integrated into scenery. =p
Mission accomplished. :)
For anyone that cares, here are some renders from Max. Tonnes of optimisation to go yet, but hey, progress is progress. Currently sits at ~30k tris, hope to put it down closer to 15k, or at least 20k.
20k.... i know its terrain but i remember working with 300 tris being the limit with all the models i worked on for C&C generals. im glad my brother took over modeling before it got to complicated ;)
You'd be suprised at how often fire in the dark methods work. So, tool hasn't bitched at you at all?
Nope, the most annoying bit was exporting the bloody thing. Roll on processor upgrade.
Oh, and lightmapping. :/