1) That sure depends on the type of your game - for an RPG, I'd say this is sure all in the green. For an RTS or something, this'd be far too high.
2) In racing games, where the cars are about the only "real" models you will see, you can go with around 10k polies for each IMHO. In other games, I'd rather set myself a limit to around 3k to 5k polygons...
I know this is all rather vague. I guess you'll have to provide more information on your project to get more precise answers.
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Re: polycount for characters and vehicles?
[Re: naaier]
#76683 06/04/0619:3906/04/0619:39
Quote: hi all, I'm new on this forum, and this is my first pot. so here goes... I am a modeller, and my Q is this:
1) is a polycount of 5000 to 7000 for an npc character acceptable? (lag and such)
That is a little high, but still decent. For maximum performance and the most detail, according to a benchmarking experiment, models between 2000 and 5000 polygons have the best frame rates for detail. Here's my chart I made:
Quote: 2) vehicles? what is a good polycount for vehicles?
That depends on how you want your vehicles and their shape. The fewer the polygons (and vertices) used, the better. For the shape, a distance between vertices of less than 1/8 quant (coordinate unit) is almost meaningless since the human eye can barely pick it out, even at 2048x1536 game resolution.
Some vehicles could get into the 1000's of polygons. Simpler ones in the 200's or so.
Also, remember to use LOD.
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Re: polycount for characters and vehicles?
[Re: ulillillia]
#76684 06/04/0620:2106/04/0620:21
the game intended would be FPS, and the characters I make tend to be within the 3000 to maximum 7500 range. here are a few screenshots: the rasta is 7300 polys, the gunner and pilot in the heli are 6800 each, the dude in cammo's and shades is 4750ish, all the rest are around 4500, the bell jet ranger is 9000, and the huey that the gunner and pilot are in is7800ish