I have been told so many different things through out the last two years on what the target poly count should be for a given asset but I am at a stand still right now on a project that will be tackled with two main 3D artist, myself (someone that tends to model higher poly and the other being someone that tends to model a lot lower poly assets.) I think it i explain what it is we are trying to do maybe I can get a more specific answer so here goes...
A small game built in Unreal Engine 4, first person game with the main focus being visuals and story, ( not many mechanics or systems such as fighting and shooting) we want this project to show the very best quality visuals we can produce all well being able to create a playable game. the player would be encouraged to stop and look around in every nook and cranny , picking up objects at times. I believe we are wanting the textures to be 4k capable with the assets displaying the highest detail possible to be pushed. With all of this in mind what is a acceptable threshold of poly counts for These assets:
Small objects such as a vase or dinner plate.
medium objects such as couches and beds
large structures such as cars, buildings( being built modular as possible) and other props.
we may or may not use a few characters or creatures and from what I understand this is where you would want to spend the most.
it is also worth noting that we really want to push our abilities with lighting. We are shooting for realistic PBR based visuals.
I know this question has been asked a thousand times before and is kind of hard to answer but we would very much appreciate any feed back we can on this.
if it would help to know what our work flow consists of we use Maya and Z brush for our modeling needs, Photoshop and substance for texturing as well as building materials.
Much appreciated... thanks!
Replies
I would be more concerned with your desired texture resolution then polycount however. As 4k textures are pretty performance heavy. I hope you are using some aggressive LODs on the models or have a reasonable texel density for your models.
It's not a big deal or anything, I just hope this helps you for future posts!
http://polycount.com/discussion/63361/information-about-polycount-new-member-introductions/p1#use
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