High poly as Low Poly in ,,VR/Low-poly models,,- false information!?

Discussion started by Art-Studio3d

I do not know, but there are a lot of Items high poly in ,,VR/ low -poly models,, and this information is not good for buyers... can someone check this think ?

I've seen products with 2 millions polygons Ready for games !!!!

Answers

Posted over 7 years ago
0

The seller can turn on and off the lowpoly flag on their product , I don't think was a cgtrader issue...

Posted over 7 years ago
1

Maybe can be nice to put a limit for that so if your model have more than 'n' poligons it skip the lowpoly flag...

LemonadeCG wrote
LemonadeCG
That wouldn't work. Some simple props, like grass could be considered lw-poly only if they have no more few tens or hundreds triangles, while large scale objects like city or whole game level, can easily reach hundreds of thousands or even millions tris and still fall in to low-poly category.
asanna wrote
asanna
You're right , I didn't thinking about huge scale objects ... thanks for the reply :)
Posted over 7 years ago
0

There is a poly count filter, so you can set the limit to your needs.

Posted over 7 years ago
0

There are products in ,,VR/Low-poly models,, without polygons info....this option should be obligatory!

eduardas wrote
eduardas
Hi Flob, Could you send me an example or two? I know you have it, due to this comment, haha :) It's a good point and something that will be looked at when we'll be upgrading the approval process.
Art-Studio3d wrote
Art-Studio3d
Try here https://www.cgtrader.com/3d-print-models/character-people/man/buddha--53
Posted over 7 years ago
1

The designer should include wireframe and polycounts of the model so that everyone can judge by looking at it. Even the models are not in the low-poly category, one can still judge whether it is low-poly by looking at the wireframe.

Anyway, any inaccurate information can be reported to the designer or as the last resort, to the CG Trader Admin.

Posted over 7 years ago
3

Modern GPU's can render millions of polygons with great ease, it's the combination with complex shading and other computational elements that poses the challenges.

There are always tradeoffs to be made with respect to the data set that eventually gets feed to the targeted GPU, we must assume that people that are into real-time graphics have enough knowledge to know what models will fit their data set and have thus own power to determine if a given model is optimized enough to their needs or not.

For a stock media developer of real-time content it is always the challenge of making every polygon count at whatever level of detail he is making that content.

However, the decisions where to make the tradeoffs with regards to texel resolution or mesh density depends on the final application of the model, a stock media developer cannot know what the application eventually is going to be, but he can target it at some.

For example an anatomical 3D model of a human body including blood vessels, nervous system, all internals+ tendons and muscles, etc. would exceed 2 mill poly's very rapidly even at optimized levels, jet still it would pose no problem to display it on recent GPU's in real-time (given for example it uses basic shading and not to many other things are in the scene).

The model would fit perfectly well for some real-time educational visualization, but obviously it would contain way to many details to use it as a regular game character.

Long story short, we cannot simply set a baseline for poly count.

And as Nixonpang put it, best thing indeed a content provider can do is report in most details possible about the data he is providing.

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