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What is a sensible polycount for a next gen character and clothing?

polycounter lvl 8
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jjdilaa polycounter lvl 8
I have been working on this character sculpt for a while and it's pretty much finished but the next stage is to retopologize and create proper textures. I have a couple of questions:

How many polygons/tris should I be aiming for?
How does clothing work into the target polygon count? I have the lacket, pants, t-shirt all as separate tools and I feel like I am going to go way over a sensible polygon count with any detail in them.


n2GClw6.jpg

Thank you.

Replies

  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Honestly, something that's over 50 k but under 100k would probably be something you're looking for. Coming back from GDC, I feel like tri counts, are at best, determined by engineers in the end.

    I think you can justify higher tri counts if you do several close ups.
  • jjdilaa
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    jjdilaa polycounter lvl 8
    Honestly, something that's over 50 k but under 100k would probably be something you're looking for. Coming back from GDC, I feel like tri counts, are at best, determined by engineers in the end.

    I think you can justify higher tri counts if you do several close ups.

    Brilliant, thank you. I was thinking that sub 50K would have been standard so that's great.

    I wonder if there is any typical rule also as to the designation of polycount to the body and the clothing individually?
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Nothing beyond qualtitative guidelines of Add Topology as it affects the silhouette and animation.

    There's really no standard between all games, only what the game determines. That's why I mention engineers. For me, it's usually been conversations with the relevant engineers about how many tris we can push for the game we're working on.
  • jjdilaa
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    jjdilaa polycounter lvl 8
    Nothing beyond qualtitative guidelines of Add Topology as it affects the silhouette and animation.

    There's really no standard between all games, only what the game determines. That's why I mention engineers. For me, it's usually been conversations with the relevant engineers about how many tris we can push for the game we're working on.
    Okay thank you, I just needed a hypothetical polycount restriction for myself for this project. 50-100k sounds great.
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