Makehuman mesh low enough poly?

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3DModelerMan
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Makehuman mesh low enough poly?

Post by 3DModelerMan »

Is the Makehuman mesh low enough in polygon count to use in a game without polygon reduction? Or should I try and reduce it?
That would be illogical captain...

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CuteAlien
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Post by CuteAlien »

You can always just try it - export a human and load it in the meshviewer.

It's been a while since I tried MakeHuman the last time. Back then it wasn't suited for realtime characters. But I remember they had plans on adding adding a low-poly characters to support real-time models, don't know if they did this by now.
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Mel
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Post by Mel »

For skinned meshes, is better to have a polycount which isn't much higher than 4000 triangles.
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arras
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Post by arras »

How much polygons are low-poly enough largely depend on your application and your (or users) system. How many such models will be rendered, how rich and numerous other models are and how processing heavy other parts of your app are? ...like AI, GUI and so on.

So really, Best way is to go and try ...as CuteAlien already suggested.
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Post by 3D Ace »

Im currently working on a FPS game. My game characters have an average of 4500 Poly's and they look reeeaaally good. I also applied normal mapping to further enhace them. And the FPS is aslo very high. 50 Characters gives about +-400fps with Xeffects on my NVIDIA GTS250.
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