Hey guys, i am about to work in a game for mobile devices, specially tablets with my friends on our free time and i was wondering what polycount do you usually use for specific things like props and characters.
Also texture wise, which is the best resolution to go for? Are specular and normals recommended for special meshes like a very important character or something?
Thanks for your help
Replies
What type of game?
What type of object?
How big is the object?
How close will you get to the object?
What else is on screen?
How much resources are spent on AI, physics, animation, sound, etc?
What hardware? Tablets can vary a great deal
etc
etc
etc
Lets say for example a game with a similar visual quality to dead trigger, which is one of the most popular games in the marketplace so it seems like it runs pritty good in a lot of devices
It's from 2012 so it might give you some reference, but like EQ said it really depends on what you actually have on screen.
Just start throwing heavy assets into a scene that spawn on a specific time differential, and watch the polycount soar and have some sort of hud or remote console log to show how many assets are on screen or something. Just so you can get an idea how many tris you are looking at, draw calls, efficiency, mem reports, etc.