This is about polycount of Sims 2 objects. I'm one of the few creators, who name polycounts of their meshes. I do it for those, who need to have a look at polycount, because some computers can't handle highly detailed objects. In the beginnings of creating CC for Sims 2, it had to be lower poly, because computer technologie wasn't advanced enough for games like you can purchase today. Of course, I could offer low poly stuff, but who would want that, when your PC could easily deal with premium quality? I try to keep polycount on a reasonable level; if it's high, I spread it on several tiles and I'm almost sure, that none of my meshes will crash your game, no matter how poor your machine may be.
The following is quoted from Jonesi @ Blackpearlsims:
For objects, Maxis gave us a guideline of around 800 polys per
tile, but that's a very fuzzy guideline that they exceed themselves on
numerous occasions. It has to be balanced based on the detail and
usefulness of the object - a very simple boxy sofa probably shouldn't be
800 polys per tile, but a very fancy one could push higher than that
and be just fine.
For an item you would use over and over on a lot - like a dining
room chair, you would want as low a count as possible. For a very
decorative item you would only use once, you could go a little higher.
The upper limit for objects is around 2000 polys per tile - it'd have to
be very special to be much higher.
For body meshes, anywhere from around 1600-2500 is within expected
normal ranges. Higher than that, the mesh would need to have a lot of
necessary detail to warrant a higher count... Alpha meshes can often
push higher. The upper limit for everyday use would be around 3000 polys
for clothing/bodies (that's a full body, not separates).
For extremely special items like runway fashion, you can go higher -
you'd only use them once per lot, and rarely. The Atlaua peacock dress
is somewhere around 12-15k polys, which is extremely high, but the level
of detail is warranted, and one would likely never put that on more
than one sim at once.
For hair, Maxis meshes range from around 500 polys for really simple
short male hair to about 3000 for more complicated female updos with
funky stuff on them. Most everyday-use hair should range from 1000-2000
polys, with extra-detailed, curly, or special hair going up to about
3000 polys. Hair would have to be -very- special and used very rarely to
push much higher, the upper limit being around 5000 for something
incredibly special and complex in shape.
For accessories, it really varies, but probably about the same as hair in terms of ranges for usability.
The rule of thumb to keep in mind is no more than 1200 polys per sim
square. The more detailed an item the more polys it will have.
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