some questions hurt as well.
Anyway the appropriate answer always will be
Make your own experience, get dirty with the engine. Don't depend on numbers people give you.
The entire point of a good model is giving you enough polygonal quality that it represents the details in silhouette form and the player is able to understand this is a next-gen arm, and not a cylinder with textures on it.
You have to consider this, the random number I put up pretty much shows there is no hard figure. Some hands in FPS games are literally high poly models decimated with horrible animation weights, while others are optimized to the bone.
They can go all the way to 1K to 100K, pending on stuff like Tesselation.
Silhouette and enough polies for good animation is what you're looking for here. Nothing more, nothing less.
Replies
150000 triangles for just 2 hands is just.. wow..
My answer is as many as is you think you need, and then start optimizing until it hurts... then you're good to go.
I love this answer! :poly106:
Anyway the appropriate answer always will be
Make your own experience, get dirty with the engine. Don't depend on numbers people give you.
You have to consider this, the random number I put up pretty much shows there is no hard figure. Some hands in FPS games are literally high poly models decimated with horrible animation weights, while others are optimized to the bone.
They can go all the way to 1K to 100K, pending on stuff like Tesselation.
Silhouette and enough polies for good animation is what you're looking for here. Nothing more, nothing less.