Weekly Modeling Comp: Dungeon Room Tile

Miscellaneous Forums/Graphics Showcase/Weekly Modeling Comp: Dungeon Room Tile

Ho-hum... 1000 polygons? That's 83 cubes. Too strict limit IMO... I know that this is meant to be "low-poly" modeling compo(s) but as any 3D-card draws 2000 polygons *just as fast* as 1000 polygons it seems useless to let the card idle because you're feeding too small batches to it.

And doing nice corridor (etc) tile-sets takes much more polygons than 1000, especially if it is meant to be viewed as FPS. RTS games might get away with smaller polycounts, but I find that texture limits are also quite strict - this would lead to tiling textures and with just few of them the look would be repetitive and dull?