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Author Topic: Optimal face count for games  (Read 1237 times)

GTGwalkthroughs

« on: April 10, 2012, 12:12:36 PM »
Greetings!
For the past two days I have been learning blender and after reading an article in the internet I have understood that high poly models are very bad. Now, the following questions came in mind:

1. How much polygons must an object have to be considered "high poly"?

2. What is the best face count for:
*characters
*cars
*environment/world
*miscellaneous objects (garbage cans, cellphones, eyeglasses etc.)

Thanks in advance!
« Reply #1 on: April 10, 2012, 04:26:12 PM »
Not to say that high poly counts can't drag a game to a halt... but I've heard more and more that poly counts (unless over the top) don't matter. It often comes down to texture stress, size, and other stuff. But I'm no expert...

Anyway, here's my short anwser:

I would attempt to keep anything below 5,000 polys. (And the smaller amount the better - more doesn't mean more detail.)
« Reply #2 on: April 10, 2012, 04:29:35 PM »
Adding to my short answer... the environment for example, could really very. Just go for the best performance, with the best look. Miscellaneous objects should be kept less than 500-1000. Eh, but again, I'm no expert.

psikoT

« Reply #3 on: April 11, 2012, 12:15:46 AM »
1. How much polygons must an object have to be considered "high poly"?

just one more than needed...

but that depends on the object you want to model... there's no specific polycount for any object, just use the less polys as possible

For a complete character, I would not use more than 3.000 polys, including weapons and all stuff...
My cars are around 2.000 polys...
For a level I would recommend to have less than 20.000 polys, including vegetation...
For props, have an average of 100-200 polys, maybe less... a cell phone can be done with just 6 faces

GTGwalkthroughs

« Reply #4 on: April 12, 2012, 08:53:41 AM »
Thank you for your answers, I have one last question. What do you think is better, modeling a high poly mesh then reduce polys from it, or start low poly from scratch then add more polys?
« Reply #5 on: April 12, 2012, 10:58:57 AM »
As stated before, the lower you can go the better. it all depends on the engine your using, the higher end ones can have anywhere from 5000/10000 polygons per model( Its usually double in terms of triangles, so it would be 10000/20000 triangles using the example above)

Whenever I create a model I find a halfway point since I prefer to model lower poly models to begin with. Once I have textured it, I then continue to build the higher model from that one. It can be done in reverse, but its a hell of allot more work and more complicated to optimize once you have too many faces to deal with ;)
Roll out!
http://www.youtube.com/watch?v=VD8MvMaPNO4

Do you have kids between the ages of 3 and 9?

http://www.amazon.com/dp/B007K1EFC6

GTGwalkthroughs

« Reply #6 on: April 12, 2012, 12:04:30 PM »
Thanks for the quick reply! I guess the ipad I did in blender is pretty useless to be used in 3d rad since it has 2000 faces. What an epic fail XD, but I guess everyone makes a mistake on their first 3d model.

BorekS

« Reply #7 on: April 13, 2012, 01:51:33 AM »
well, for the 3drad is the polycount thing, can say, simple: lower as it gets, ideal would be few shoeboxes without textures, no features like bumpy maps, particles...  ;D ;D ;D

tip: for the design of the ingame model could help a bit, what for type of game you wanna make. if there will be some player object close to camera for longer time (even permanently), it should me more detailed. if there will be targets, they do not need to be close to camera, they can be less polycount with, smaller mipmap textures...

also, if we need a nice looking model, lot of things can be done with transparency textures, instead of model it (car grill, wheel spokes, tree branch, fence bars... etc.)

also LOD usage can help.

GTGwalkthroughs

« Reply #8 on: April 13, 2012, 05:02:04 AM »
Thank you for the tips! I'll keep them in mind.
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