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GiRRR
08-23-2011, 04:18 AM
Hi all.

A friend and I are getting to grips with UDK, 3Ds Max and ZBrush, and I'm wondering if anyone can shed some light on what an acceptable poly count for models is. I realise this is a question that can have varying answers, so for the moment I'd like to constrain the answer to character models. We're trying to develop a Diablo II, Titan Quest type game, if that is of any help.

Thanks very much!

Stinger88
08-23-2011, 04:29 AM
Not sure what the polycounts might be, rough guess. No greater than 2K for larger creatures. These might help. I bet there's more if you search the threads.

http://dev.polycount.com/forum/showthread.php?t=43503
http://www.polycount.com/forum/showthread.php?t=45392
http://dev.polycount.com/forum/showthread.php?t=43482

renderhjs
08-23-2011, 04:47 AM
another popular method is just recreating models from reference images (study their topology) like taking them as a benchmark and then see from a personal and practical perspective what looks good enough and works with the engine.

Rick Stirling
08-23-2011, 05:17 AM
As low as you can while making it look good.

http://www.rsart.co.uk/2006/11/20/how-many-polygons-in-a-piece-of-string/

http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/

GiRRR
09-05-2011, 08:29 AM
@Stinger88: Thanks very much for the links, very useful for comparison to what I'm trying to achieve in general, especially given that we're working on similar game.

@renderhjs: Sage advice, I guess time will tell :) At least I get more experience that way

@Rick Stirling: Thank you for the articvles, very interesting read, and I had a feeling thats the sort of answer I was going to get :)

Thanks again guys, you've been most helpful!

renderhjs
09-05-2011, 05:00 PM
...@renderhjs: Sage advice, I guess time will tell :) At least I get more experience that way...
Thanks again guys, you've been most helpful!
To many times people are looking for shortcuts, but when you are at a learning stage there is no taking shortcuts- its mostly failing and learning because of that. So try and error is the way to learn, not the thing to avoid ;)