Question about Polycount


#1

Hey there,

Im new on this forum and it look pretty nice with a nice society

I just ended my study in Game production and i was wondering about the polycount now a character, car, object, scene,… can have those day…

I used to make car and character around 6k poly for my lesson… But now what’s a good polycount for high and low poly objects, charater, car,… for game dev.?

Thanks for helping me out, i need this to be able to build a decent portfolio hehe :slight_smile:


#2

I don’t believe you should think about the plycount of your object, it won’t do you any good.
Of course you can keep it in mind, but it really isn’t what you should think of when modeling.

My advice is:

-Do your models normally with no worries;
-Do not apply any smooth that subdivides the mesh;
-Do not subdivide the mesh;
-Save on unnecessary poligons (if there’s a part of your object that it’s tottally straight and doesn’t need more the 1 or 2 poligons, don’t add more just because.);
-Don’t do minor details in the model. Leave those for the normal maps. With normal maps you can have as many polygons as you need, and won’t affect the low-poly model.

In the end what I want to say is: don’t add unnecessary polygons and you should be good :wink:


#3

It’s really gonna depend on the game. Games with big, expansive scenes can’t have as much detail per object as games with a more intimate scale. Also, with the new console generation on the horizon, game polycounts are gonna go way, way up. There are certainly games that need cars with 6k triangles, but there also are (or at least, soon will be) games with cars with ten times that resolution.

That being said, if you want some numbers for specific games: http://wiki.polycount.com/PolygonCount?action=show&redirect=Polygon+Count#Typical_Triangle_Counts


#4

great, thanks guys!


#5

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