What is a good target polycount these days for a UT2004 player model? I've mostly worked with 2000 to 4000 polygons. I imagine with the newer graphics cards out there alot more could be added. Just curious as to what I should shoot for these days
well, bearing in mind that the out-of-the-box characters are between 1500-2000 triangles mostly, I think between 2000-4000 is a fair target to shoot for. Anything more than 4000-5000 and you might start alienating people who don't have the latest hardware.
I guess you could get away with anything up to 8000 or even more if you didn't care about people with older hardware, though.
Don't take my word for it though, I haven't made any player models since Q3
Unreal Engine for 2003/4 doesn't have a hard-coded limit on polygons and bones, and 4 weight limit per vertex.
I'd shoot for 4,000-5,000 if you want to be cutting edge and still keep the game playable. You could probably have more fun applying complex shaders, sync'd sound effects, and particle emitters to your model though.
Replies
I guess you could get away with anything up to 8000 or even more if you didn't care about people with older hardware, though.
Don't take my word for it though, I haven't made any player models since Q3
Unreal Engine for 2003/4 doesn't have a hard-coded limit on polygons and bones, and 4 weight limit per vertex.
I'd shoot for 4,000-5,000 if you want to be cutting edge and still keep the game playable. You could probably have more fun applying complex shaders, sync'd sound effects, and particle emitters to your model though.
i never know what ppl are talking about when they refer to polys ...
Therm: Well, considering nobody cares about the number of ngons used in a model polycount is just an alias for tricount.