|
Hello,
I created a game character model, and it’s almost 1600000 Tris, 800000 faces, and 1600000 Edges.
The reason high poly counts is I applied tif file on the model, and gave Mesh-smooth.
Some how I feel like this is too much for a game character....
It was really low poly before zbrush, and now it’s too much I think....
What is maximum polys that I can create for game characters?
Can anyone give me some info here?
I am a self taught and I don’t have anybody to ask except internet forums…
Thank you.
|
|
|
|
Not enough info…
Acceptable polycount is going to be dependent on the game engine, the target platform hardware, and the number of other polys visible on the screen at the same time.
n8skow [FA]
|
|
|
|
Most next gen characters are in the 3000,5000 poly range unless its a boss character or something.
Just of the top of my head
|
|
|
|
That’s way too hi.
Look into Normal Maps, you can bake them out of Zbrush or Max (Render to Texture)
Core i7 920
Win 7 64 Bit
12 Gigs Ram
ATI 5850
Vray 1.5 SP5
|
|
|
It was really low poly before zbrush, and now it’s too much I think....
If you’re using zbrush, export highest subdivision out to .obj format. The highpoly should be fine at 1.6million polys, but if your computer is having problems with it you can use the Decimation Master plugin to significantly decrease this number while maintaining the surface detail.
From there, you’ll need a low-poly model that is more suitable for games. Sometimes you can just export the lowest subdivision and use that, but often times it’s better to just retoplogize a new mesh over your high-poly. The polycount range tends to differ depending on the game engine and importance of the character, but generally modern game characters might push 7000-35000 triangles. Less for handhelds, and you could probably go higher for fighting games where there might only be two characters on the screen at once. You really just need to be able to use enough polygons to create the silhouette, and be able to deform correctly.
From there you can transfer the highpoly detail onto the lower-poly model (the ‘how’ depends on which application you are using).
|
|
|