![]() ![]() ![]() However, all the iterations of Unreal Engine (if I'm not mistaken) do not support quads for models, and therefore once they are exported, all quads are split into 2 tris (1 quad poly -> 2 tri polys), and thus a model which was advertised to have only 500 polys, may have in fact up to 1.000 in-game. The used modelling programs support quads (single polys with 4 vertexes instead of just 3), and in the model statistics this is therefore just a single poly. generally artists put the amount of "polys" and not "tris". I have to point out the following for whoever uses these models in UT: ![]()
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