So i was about to start a new project by modeling a p-40 warhawk.(which is an aircraft) Now with the current trends in games what do you guys feel would be a good tri or poly limit for a vehicle that is targeted at next generation production? Ive gotten mixed signals from people when i ask them.
Replies
On one hand, you could be making a P40 for a flightsime type of game, where the plane is the main focus. In such a case I would guess 20.000 tri's and a 2048 texture + possibly more (separate textures for details that don't change color with skin changes, or for the glass cockpit parts).
On the other hand, if this is for a game where the aircraft is a static prop, and/or it has a much smaller gameplay role, specs like 5000 tri's and a 1024 texture (with highpoly baked normals i guess) seem suitable.
Those are rough estimates btw.
But all of this really, really depends on many factors. Consoles will require smaller texturesizes to reduce memory usage for example.
But if I can just give you my own opinion: go for a high detail version (like at least 20k tri's) and focus on getting it look as good as possible, since I guess it's supposed to be a portfolio piece. I personally don't like the highpoly baking workflow for large mechanics like vehicles (it's soooo much work), so using enough poly's means you can just create a normalmap in Photoshop.