jayholland
Content Creator
Being a relative newcomer to creating content, I have read much of the arguments concerning keeping the polycount as low as possible, using one or two large texture files as opposed to many smaller ones and so on. I have re-skinned and created some items on the DLS, and my main interest is in creating high quality models of buildings and structures, so I decided, simply as an exercise, to create as detailed a model as possible (within a certain amount of reason!) - mainly to improve my grasp of gmax. I have ended up with a model of Heathfield station in East Sussex, constructed from the original drawings, copies of which are still kept in the house, and from my own observations and photographs. Modelled down to the level of the doorknobs, the polycount is ridiculously high for a building - 35k, but the texture files, eight in all, are quite small. Having made the thing, I decided to see what sort of impact it had on the performance of TRS2009. None at all, as far as I can see, and my computer system is really relatively modest by today's standards. It has occurred to me that perhaps a high polycount and render count is perhaps not so bad on a static object, since, unlike a moving object such as a locomotive, it does not have to be continually re-rendered. Given the massive increase in performance of computers over the past year or two, is this now so much of an issue as in the past? Were I to release this to the DLS, would I be inundated with complaints that it is too large to be useable?
The booking office at night - Quite a shock when I first saw it light up - I remember these buildings well. That stained glass really did look like this...
The booking office at night - Quite a shock when I first saw it light up - I remember these buildings well. That stained glass really did look like this...
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