What's the Polygon Count for a main game character?

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Old 01 January 2017   #1
What's the Polygon Count for a main game character?

Does any one know what the Polygon Count would be for the main game character? I'm thinking about turning this character into a game engine ready character.
 
Old 02 February 2017   #2
A few pointers...

Quote: whats your target platform ? (mobile ? console ? pc ? if pc, whats the lowest spec you want it to run?)
how important is the asset ? will you ever see it close up, or is it a background object ?
how many assets are on screen at the same time ? etc..

http://polycount.com/discussion/152...ady-assets-have

And Nextgen recommendations:

http://polycount.com/discussion/141...en-games-thread

But really if desktop targeted, then this comment via a popular Middleware board best sums it up for me:

Quote: 30k is much ?

Ryse characters have about 150k polygons.

Polygon count is the least thing you should consider when you trying to optimize performance for PC game. Days when GPU could be choked by to many triangles are long gone.

It is far more likely that you have to complex lighting, shader setup or to many object to render (please not objects not triangles!) and your CPU can't keep up with sending enough data to process.

If it was me, I would target characters of coop multiplayer game (8 player character) to about 100k tris, with lots of moving parts, cloth sim, and procedural animations.

100k is for entire character. Including attached weapons, attached decorations, simulated clothing etc.

For enemies. It entirely depends on scale. Big dragon will obviously have more than 200k tris, even if only to boost texture densnity trough vertex painting.

https://forums.unrealengine.com/sho...s-and-weapons#8
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Last edited by sacboi : 02 February 2017 at 11:52 PM.
 
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