My current Mesh for the museum is around 9281 triangles, although this 9k will be subdivided in seperate meshes im still a little worried it might be too much.
Eventually the plan is to divide this model in:
10 generic rooms, 5 smaller parts of the middle.
So eventually it will be split in like 15 parts give or take, each weighing about 100~1000 polygons.
My question is if the engine can still handle this, mind you the original model i had to work with already had 20k polygons so i already had to cut down a lot, im now wondering if this is still playable? If not im think i might need to reconstruct it with bsp's and only use smaller meshes for details.
However since the idea is to eventually move this to a ut3 or its own game through udk i thought it would be handy to have the building as a mesh.
Any thoughts on this would be appreciated im still learning the process of optimalization. I do want to use zoning for this one btw.
Eventually the plan is to divide this model in:
10 generic rooms, 5 smaller parts of the middle.
So eventually it will be split in like 15 parts give or take, each weighing about 100~1000 polygons.
My question is if the engine can still handle this, mind you the original model i had to work with already had 20k polygons so i already had to cut down a lot, im now wondering if this is still playable? If not im think i might need to reconstruct it with bsp's and only use smaller meshes for details.
However since the idea is to eventually move this to a ut3 or its own game through udk i thought it would be handy to have the building as a mesh.
Any thoughts on this would be appreciated im still learning the process of optimalization. I do want to use zoning for this one btw.