Hey friends. I was wondering if someone has a nice article or source on the title topic, as I'm struggling to understand what's reasonable for various types of assets (game characters, weapons, environments etc) and the information I've found online varies greatly.
As of now, while practicing I've managed to cut down low poly (High level of detail type) stylised characters at around 25K polygons, and realistic detailed rifles at 40K polys. Any idea if this would require further optimization for that level of detail? (Assuming I'd have to trim down for distance, optimization on simpler devices etc.)
Thanks in advance to everyone!
Adrian has talked about this a couple of times. Perhaps he remembers in which thread it was. Let me go get him.
But all in all, the answer always is, it depends. Depends on the platform, the specs if it's a PS5 or mobile game, etc. 25k and 40k sounds a lot, but again, it depends in what platform is going to be played in.
Hey Juan,
It does depend on a few things, like Omar said the platform can make a difference, though most modern platforms and hardware are much more capable than say 10 or 20 years ago and is less relevant, especially considering game settings can be altered for gaming preference.
Generally there is no "set in stone" poly count for game assets, though that doesn't mean it isn't required. Small details in game assets will usually be defined with texture and normal maps.
The aim is to be efficient. Lowering the poly count to an ideal "no more than is necessary" for the model.
It will also depend on the models required detail/style within the game, the game studio would normally set an approximate poly count per model for a scene during pre-production.
The complexity of the game, the number of assets in the scene and required details set during the pre-production meetings.
Whilst learning I would recommend lowering the poly count as much as you are happy to do so, without altering the silhouette and learn to BAKE texture and normal maps. RELIC and TREAD will help you learn more.