Best way to get a real poly count?

A rough way is

number of triangles = number of vertices – 2

this would be accurate if the object’s faces are all connected and not duplicated, i.e. the object does not have holes (missing faces) or different textures applied (each texture you apply increases the number of vertices without adding faces) or some (eg. boolean) operations.


PS: actually, no this is not a good formula, because where the surfaces meet again you have faces wich use existing vertices. I’ll have to rethink my formula LOL

Does anyone have any tips on how to get a real poly count for a model? andnbsp;I know, of course, that face and point counts are displayed, but if I’m not mistaken, the real poly count (as far as games, and graphics cards, which draw in triangles) is different from the face count. andnbsp;I think doing a triangulate on everything and then looking at the face count may work, but is there any other way to do it? andnbsp;I kind of like working with square faces when possible (in my opinion, they’re a little easier to work with and texture).

Okay! I got the Count Triangles script working, it pretends your object has been triangulated to count the Faces. It has 3 modes:

(1) if objects are selected, operates on these objects

(2) if no objects are selected, but frames are selected, operates on all objects on these frames (and on the child frames if you choose that option)

(3) if no objects or frames are selected, operates on all objects in the scene

I’ve sent it to Richard for approval and hope he’ll include it for download <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –> If you needed it, send me an email and i’ll send it to you: [img][/img]
<!– e –><a href=""></a><!– e –>


You could simply triangulate and then undo… or make a copy of your object and triangulate it just to count the triangles…

I may find a way to do this counting with a script without the need to triangulate, I just need to visualise it first <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>


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