Editing Arcane University:Mesh Polycount Comparisons

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{{Trail|3D Art}}
 
 
The art of video game modelling can be summed up as doing more with less. Unlike our counterparts in the cinematic industry that can have infinite polygon counts, we are very tightly constrained in how much detail can be handled by either the player's computer or the game engine at any given time. This article functions as a point of reference for modelers to see what the average polycounts are, and what we should aim for in our endeavors.
 
The art of video game modelling can be summed up as doing more with less. Unlike our counterparts in the cinematic industry that can have infinite polygon counts, we are very tightly constrained in how much detail can be handled by either the player's computer or the game engine at any given time. This article functions as a point of reference for modelers to see what the average polycounts are, and what we should aim for in our endeavors.
  
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You can see that these numbers almost doubled, but the level of detail didn't actually change. This isn't something to fear, but rather something to keep in mind while you work. Most modern modeling programs can display your triangle count next to your polygon count, so you can keep an eye on what you are doing. Better to be cognizant of the level of detail, rather than having a 3D mesh modeled in polygons that looks like 15k to you, but ends up being 30k to the game engine. And while 30k isn't all that much (or may not seem like much), throwing too many of them at the screen at any given time will result in performance losses. In Beyond Skyrim, triangle counts of up to two times that of an equivalent vanilla item are accepted.
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You can see that these numbers almost doubled, but the level of detail didn't actually change. This isn't something to fear, but rather something to keep in mind while you work. Most modern modeling programs can display your triangle count next to your polygon count, so you can keep an eye on what you are doing. Better to be cognizant of the level of detail, rather than having a 3D mesh modeled in polygons that looks like 15k to you, but ends up being 30k to the game engine. And while 30k isn't all that much (or may not seem like much), throwing too many of them at the screen at any given time will result in performance losses.
  
 
== Skyrim Counts ==
 
== Skyrim Counts ==

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