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Automated Polycount reduction on an animated humanoid mesh - any solutions out there?

I was wondering, is there a solution which will decimate the polycount optimally on a rigged and animated mesh whereby the quality of the animation clips wont suffer too much?


I am creating a mobile game in which every level will include about 5 humanoid characters.

Each will be about 5k polygons/10k tris,

and will have around 20 joints (hand and finger joints almost double the joint count but are needed in some levels and not in others, so I may end up removing finger joints depending on level),

no shadows in the scene,

Mobile-friendly shaders and only one of the characters has a texture and normal map. Rest are on just mobile-friendly materials.

No major props. Maybe just a simple, plain background.

Lots of animations.



I am looking to target as many mobile devices as I can. So in total, each scene could end up having 50k tris in total with 50 bones, no shadows. I wanna reduce the polycount further on these animated meshes if possible.

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