Does more faces/polygons add a lot more to render time?
Is there a ratio or something?
>>575957
more calculations.
>>575957
Most render engines add subsdivisions anyway so look into that and maybe limit. I wouldn't go too overboard.
Not much as long as it fits inside RAM. How much light interacts with surfaces has a larger penalty. Shading complexity with SSS and blurry reflections uses much more cpu power.
>>575957
you can model that car with <30k faces making it look like 240k
>>576009
this. That image is pretty dumb
>model car at the 480k range
>decimate it down to 15k
"wtf its all triangley now!?!?!"
https://docs.google.com/spreadsheets/d/1xJmSuBZbdMOlIcdXmO9hu46GJ7-wIiWCclJwimIOJa4/edit#gid=0
>>576016
Keep in mind these are estimates of *maximum* figures. If you can go under these because your model simply doesn't need that much geo to eliminate all visible faceting, by all means please do.
>>575978
This. Sampling Global Illumination and reflections/refractions has a much higher cost than poly-counts.
>>576009
this, it looks like this model was sculpted/done in high poly first, and then just rebuilt with some simple modifiers. That front mask retopo is fucking terrible
yes, u think renderer runs on magic? u fucking mongoloid