View Full Version : Next Gen game character modeling specs?

08 August 2006, 06:46 PM
I have a high poly model that I would like to reduce and make into a game model.

1. How many polys can the 360 handle in a main character.

2. What would be the average size of a texture map

3. Do you use a texture map for the whole character or one for the body and one for the head?


08 August 2006, 06:57 PM
Hehe, that isn't so easy Anne_Maiteur ;).

It depends on the engine you use. Some engines on Xbox 360 can handle 10.000 polygons on a character, others can handle only 2000 per character. It really depens on what for engine your modelling for.

Just try to keep minimal poly's when your modelling a character for use in games, no mather how many the engine can handle.

08 August 2006, 07:34 PM
Thanks LauLau I'll keep that in mind

08 August 2006, 08:12 PM
if i were you, i would go by what will be one of the more licensed game engines. seems that unreal engine 3.0 will be used mucho in the coming months/years.

this has stats on everything you could want to know. maps 2048x2048, meshes - 5,000 -15,000 if its a giant single boss, etc. you could also try looking up next gen game engines on a search engine and find out other engines specifications, but any "next-gen" engine should be comparable.

as for the separate texture maps, i would try to fit them all into 1 maps, and if you aren't getting the desired resolution go up from there. i wouldn't surpass 3 maps per character.

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08 August 2006, 08:12 PM
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