Hello to all big and small polycounters!) I'm sorry for my english. I'm learning English as well as 3d modeling. I don't know a lot of people who works in game dev industry, so I've decided to ask here. I make a ChamferZone tutorial and try to do my best of it. The finish render wich was made by instructor (Tim Bergholz) looks amazing. Suddenly!) Ofcourse I want to do as closer to this as possible. But I actually don't want to go over crazy polycount of LP. I want to make a grenade that could be used, in theory, in modern game. And that is where the name of topic come in. People who works in game dev industry, what is actual polycont of tris, and texel dencity for today. It's clear, that every game has it's own requirements. But in the middle how much thousands of tris, and what tex density has for example "Battlefield 1" characters, weapons, props, and environment's models. Maybe someone knows polycount and tex density for other games with modern graphic. This knowledge can be useful for making a portfolio, and making other tuts, which was written a couple years ago. Thanks to everyone who will answer. The pic of final render of tutorial mentioned above:
Find this topic about polycount:
https://polycount.com/discussion/141061/polycounts-in-next-gen-games-thread
Replies
I think in general, you try to use the minimum necessary to get the look you want. With my own models I've found that sometimes I can delete 50% of the mesh density and not lose much visual fidelity (at a given size on the screen. this is what LOD's are all about). Basically, it just boils down to being efficient. I don't think it's a super important thing to stress over as a beginner. Realistically, you probably won't be skilled enough to really get serious about making a portfolio for quite some time. So as long as you keep in mind to try to do the most you can with what you've got before increasing your texture resolution or your mesh density, but not be afraid to use a little more of either to get the desired aesthetic when you need it, you'll be fine. Same concept goes for your sculpting. You'll try really hard to follow experts advice and get the most from the low-subdivisions before going up, but as you make more models you'll keep finding out how much of the important work is really right there in the beginning, long before you make any small details. Very small changes can be the difference between a human form looking sloppy or fit, between an outfit fitting in a way that looks right or looks unmistakably wrong.
The best way to learn about all of this is to make a game. Then you can see first-hand how optimizing your work effects things in engine, and you'll also get an idea about the many other factors that effect game performance. I just learned recently that a temporary model I was using for teeth was multiplying the final tri-count in Unity engine of my scene by like, almost ten-fold. Had to do with the lighting calculations, not the tri-count of the mesh itself.
And actually I'm very interesting in FPS games weapons, what is their polycount. When a model takes about 1\4 of screen space? But I don't know how to get models of COD or BF to see it's polycount, and tex density.
But I will get modkit of other games. It's good idea. Not fast, but good!) Thank you
To follow this advice, I should work in game dev. Now I'm learning, unfortunately I don't have view from inside.