I'm sure this has been asked before, but I couldn't find a straight answer.
So what would be an acceptable polycount for a resonably complicated piece of kitchen furnature in a this-gen game?
I modelled a high poly stove and sink combo unit at about 12k polys. Then got the topology down to about 6k polys for the low poly version. Is this about right, or am I being too precious about the chamfering of corners still?
thanks.
Replies
More information about the things above will help you get a better answer.
you should always imagine what your props are for. its a first person? its a third person game? its a hero object? this all will cover the polycount you can throw on an object.
to give you a number: for current next gen shooter like call of duty the weapons are around 15-25k polys.
but keep in mind: round objects in the hp should always be round in the lp. reduce all you need to cover the silhouette and the rest is experience.
Also, pictures speak louder than words. What does your stove look like? Telling us numbers isn't actually important, when people only want to see what the final result looks like.
I suppose this will be a "hero-model" since I am putting it in an engine as a demonstration for my portfolio. There will also be some simplier stuff and a few other hero models. The demo will be first person perspective.
I haven't rendered out the low poly version yet, but will be doing that along with wireframes too. But the low poly version is about 6k polys. It sounds like that will be fine in quite an empty demo level. I know weapons are more, but they are really close the camera in games.
So, all good, probably?
Thats one bitc#en asset.
On a similar subject, I tend to use displacement maps a fair bit.
Am I right in thinking that in a game engine they would be creating more polygons?
If so, how can I factor in the poly amount they create to my final count?
That said, displacement mapping itself isn't actually mainstream yet in the game industry. What can be done is you take your high poly asset and "bake it down" into a normal map and use it on your low poly.
We have some info here about poly counts.
http://wiki.polycount.com/wiki/Polygon_Count#Typical_Triangle_Counts
Also the baking page might help
http://wiki.polycount.com/wiki/Texture_Baking
https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/MaterialProperties/1_8/index.html
You wouldn't use it on an object like the stove though. Tesselation works the best on organic objects like rocks or creatures.