Was wondering what the tri count would be for lets say a huge sci fi door, 3 stories tall, with mechanisms and stuff on it, in a first person shooter.
I know similar questions have been asked to the death in the past, but they are usually for characters or guns. If anyone can say some specific examples in games today, that would be really helpful. Like for example those huge Destiny Cabal metal doors or something similar.
thanks!
Replies
Could be done with 5k or 50k depending on the look.
Maybe you can post some concept art of that door?
What I mean is, when working with normal maps, the polygon distribution is important if you want good shading. So while you need enough tris to make a good silhouette, you also need enough that are properly placed to get good shading.
This may mean you need more than you'd need just to get a good silhouette. A door for instance; sure, you could use a 6 quad box, but you'll probably need more than that if you want a nice clean bake from a high-poly.
Adding geometry limits the strength of gradients within the normal map (because the map doesn't have to compensate so much for the mesh's built in tangents), even in a synced workflow. This means less obvious banding in the resulting normal map, especially if the engine puts it through some intense compression.
I'm sure someone else could go further in depth, from the tech perspective.
But I know my own experience, even when using a synced workflow, is that you do still have to pay attention to the geometry if you want the best results.
adding extra geo is the easy way.
There really is no need for extra geo. Make sure the silhouette of your low-poly and high-poly are matching. Not just turbosmooth the HP. And use custom vertex normals on your LP.
And again, seconding what Joopson has said, unless you have some nice tools, custom vertex normals are hell to deal with. This is remedied with good tools though.
The difference in using workflows from production and personal work is huge.
The increase in Vertex count by chamfers is not significant. Also true!
I totally see where you are coming from. I just want to chime in, that with split normals you can add support loops, bake, then remove support loops - and win!
The support loops will kill gradients in the normal map, and the mesh will still look the same when you remove the support loops, if it is for example a 90 degree corner with a smoothing grp split.
So you get best of both worlds, low poly count, AND no gradients in the normal map.
If you add these loops in a new edit poly modifer and rename it "Support loops YOLO" its easy to just kill it again, once you baked.
I was scanning the thread quickly, might have missed this was being said.
A hero asset poly-count can vary based on size, distance from camera etc. On vehicles, sometimes you can even see hundred thousands of polygons nowadays, which still doesn't mean that you should do this on every single mesh, but you can obviously do it on very important things.
Also DX12 should bring a bit change in this question.