Forum: Posts From:
mbousquet
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New Poly Count tool
Posted 16-Aug-2012 11:47 AM

Our Search page now has a filter for Poly Count, so customers can find low-poly models if they need them. You can read about it on our blog.

Michele





Bitmapworld
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RE: New Poly Count tool
Posted 18-Aug-2012 4:00 AM

I think this is a good move,but the search result will give a lot of SubD models as lowpoly cause the specified polycount for them is from the base SubD 0 mesh which is frequently within the low poly range.
It was better to have a checkbox to declare the product as low poly in the publisher.
ES3DStudios
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RE: New Poly Count tool
Posted 18-Aug-2012 5:54 AM

This is a great feature.  Gradually TS is 'getting there' :)

I'd have to agree 100% with Bitmap.  I'm fed up of seeing subD models that claim the poly count of the base mesh, but show renders of the highest subdivision.  They can't have it both ways.  Make it clear to publishers that the poly count meta field should show the count of the renders.

Cheers,

Matt
ES3DStudios
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RE: New Poly Count tool
Posted 18-Aug-2012 6:12 AM

. . . for example
http://www.turbosquid.com/3d-models/3d-female-character-body/654975

 . . . great model, but 7,500 polys?  :o
Bitmapworld
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RE: New Poly Count tool
Posted 18-Aug-2012 6:54 AM

Matt,the polycount in the metadata for SubD models has to be declared for the base mesh with which you are working not the SubD count.The subdivision iterations and the resulting polycount is a variable that originate from the actual base mesh.
Thats the problem here,the mixing of two categories while they seemingly have similar polycounts,but represent different geometries.
The female example from Komba3d is correctly presented in my opinion.BTW this is the best female model here on TS,congrats to the author.
Komba3d
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RE: New Poly Count tool
Posted 18-Aug-2012 9:53 AM

ES3DStudios to be honest, i was not entirely sure what to put in the
 polycount field box, the base mesh seemed the most logical to me as
 the subdivision iterations can change based on how far the camera is
 from the character, also for example the eyes have no sub-division
 modifiers, some iterations on certain objects are set to 1, others to
 2, this can all get a little confusing, so the base mesh polycounts,
 which i have provided in the description again seemed logical.

Maybe the game ready badge needs to come back for low poly objects intended
 for games or apps, or like you say ES3DStudios state how many sub-divisions
 there are in the previews at render time, although this could get complicated
 if you have to name every object.

ES3DStudios & Bitmapworld thanks for the compliments on the model, you guys have some
great models too :).
ES3DStudios
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RE: New Poly Count tool
Posted 19-Aug-2012 2:53 AM

Hi Komba,

Yes, I agree TS could give better guidlines for the polycount meta field - all the more important now that customers can search-by polycount.  TS need to keep it simple, but at the moment the way subD models are treated is just too simplistic.  Maybe remove the meta field for subD models, and leave it up to the artist to explain in the text (as you already do.)

As it stands at the moment your model will suffer from the new search option.  A buyer looking for an 'ultra detailed' character will search with a filter of a large amount of polys - your model will not show up in their search.  A buyer looking for a low poly game model will find your model, but they will quickly see that it's not a games model.  I think it's in your interests to get it changed.

Longer term TS need to address the issue of how this search option works with subD models.

Fantastic model though ;)

Cheers,

Matt
mbousquet
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713 Posts
RE: New Poly Count tool
Posted 20-Aug-2012 1:03 PM
Modified by mbousquet On 20-Aug-2012  1:03 PM

Thanks for all the input on the new search field. We expect that it will be used primarily by customers working on projects with stringent limitations on poly count. Someone who can handle a high-poly model isn't likely to use this search tool, or if they do they'll put in a minimum and not a maximum. In such a case, the high-poly models will still show up.

One example I can share with you, where the tool will be useful, is for a big customer who does arch viz. They told me they search for cars in the 50K-90K poly range because anything under 50K won't have enough detail, and anything over 90K is (to their mind) using more polys than needed to represent the car. 70K is their sweet spot. They put dozens of cars in every exterior scene and they just can't handle more than 90K polys per car without crippling their render times. This customer likes to see the SubD images because they might use SubD on a car that ends up closer to the foreground, but they want to search on poly count without SubD so they can control their render times.

Michele




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