Game Development Community

PolyCount

by RealmX · in Artist Corner · 03/18/2009 (5:21 am) · 4 replies

I'm working on meshes for my first game and I am wondering what an acceptable poly count would be for the characters. I've seen counts at 1700-1900 and I've heard of counts up to 3500. I'm concerned about making my game playable to those that don't have the latest and greatest gaming machines but I still want to maintain a modern game look. Anyone who can give me an average would be appreciated as I can't really get started with the models until I know the poly limit. Thank you.

#1
03/18/2009 (6:46 am)
2000 - 3000 per character sound about right (online search)?
Also found that it depends on the LOD.
#2
03/18/2009 (7:41 am)
A thread with a big list of polycounts from 3A games.

I think DTS exporter limits are 10K. It really depends on how detailed you want to go. Personally I keep my polycount low (1700-2000 triangles) and rely on textures to do the details (and normal maps).

And yes, you should always LOD.
#3
03/18/2009 (7:53 am)
Thanks Steve. I like the textures idea myself.
#4
03/23/2009 (9:33 am)
You can always get started before you know the poly limit, you'll just have to do more work in the "reduction" phase of your modeling. If your concern is targeting lower end specs, just use the "high end specs" of 5-8 years ago.

Using lots of large textures will also cause older pcs to grind, so don't go too crazy on those either. Stay under 1024x1024 for any maps.

Also, keep in mind how you plan to look at your character. In an FPS/TPS, you'll usually only see the back of your character, so you can get away with less detail in the front. If you are modeling enemies designed to come AT the player, you can skimp a little on the back while making the front look more detailed.

Also, some games don't need LOD on the hero - If your game is not multi player and your camera doesn't go far from the hero, you wont need LOD.