Hi Poly count,
In a dev kit like UDK, what would be a reasonable poly count for props such as doors, desks, or basically any prop that would help populate a level. I find myself modeling often but without any idea what to shoot for as far as poly counts go. Thanks in advance.
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I mean a tank in an RTS will be very simple and less complex next to a weapon model in an FPS that is on the ground, which in turn is going to be very simple when compared to the rifle in the characters hand, which is going to be nowehere complex as two character only in a BTU game.
Don't forget that what might look 'standard' now will change in the future, for all we know, we could actually have lower quality models and allow Tesselation to do all the work.
With that said, do a search since as Render said, it's already has been answered countless times with loads of theories about it, but also, why didn't you take a look at the assets in UDK? I mean they should give you an idea of what to look at.
Hey do you know that in UDK you can open up the example maps and look at the polycount of the props yourself?
It depends on a number of factors, the two most important ones being genre and camera position. But no matter how much detail you want, you should always keep optimization in your mind: don't have many polys just to "reach" some polycap.