Ok Ive been using blender for a while. but Ive been mostly using it as a animation or scene rendering so Ive never had to worry about how high or low poly the mesh was, but now im helping out making a game and im modeling a player model that ended up being just a hair over 7000 verts, is this to much? obviously the more verts the bigger the vga/cpu the player will have to use but i also know most pc’s anymore come with bigger vga cards and CPU’s than before.
my question is what range should i try to keep my verts at? Thanks in Advance
The answer is not a specific polycount, because it all depends on the engine that is used by the game.
Some high end engine can deal with rather high poly models and effects everywhere without coming to a crawl, while other can’t and may require carefull use of the models polycount to avoid single digit framerate, and that regardless of the hardware.
Some optimised engines can feature a lod system that allow to display lower poly versions of each model depending of the distance, while some may not have that and constantly deal with the higher res of every models. That’s something important to know about the engine used as it can allow nicer detail for the higher res lod, as such model will only be displayed from close, as the lower poly versions will take over at specific distance.
To get an idea, you can see those list of models and polycount for specific games to judge if you’re getting too high poly for the games your modelling for , or if it’s very acceptable :
Thanks for the reply. it is indeed very intresting to see the poycount of most game models… the engine we are using is not very powerfull as we are using the cube2 engine so im guessing i think i will be able to use 7000 but try not to ever go over 10,000 judging by the what most of what the models were running on that list
Vert count isn’t really all that important, you need to pay attention to the triangle count instead. You need to decide on which platform you plan to publish on and go from there. PCs obviously have a much higher tolerance for high triangle counts than mobile devices, but they can easily be overwhelmed if you have many high poly objects in the scene. Also, remember that the gpu is not going to render all 7000 polys in your model, almost half of those(assuming even distribution) are going to be culled by the gpu.
The game seems to provide blend file for the player model, that from the screenshot seems to be that :
So it would be a good idea to give a look at what kind of polycount their model is to get an idea on what that engine can deal with
Some nice share by @Sanctuary. What type of game are you building. Is it FPS? Third Person Shooter, RPG or Side Scroller. Will your model be seen from closeup or Not?
Before worrying about polycount, Create your fully detailed high-res model with all accessories. Lowpoly model creation is a process, where you need to determine the above mentioned factor, and create the model according to them. You can always, seperate the accessories to minimize the polycount on your character.
For IOS/Android, make sure your character model is not above 5500 polys.
ok, i looked at the models from Red Eclipse, the female model has 2811 verts and 5126 tris,
the male body has, 2515 verts and 5006 tris.
i looked at my model and after i converted to tris it added alot of extra verts almoast 10,000 verts and 18,000 tris 0_0
i might try to stress test the engine with alot of 10,000 vert models but im thinking that i might have to drop a few verts but if android can do 5500 poly im expecting most pc’s to handel a little more then that =)
well its no big deal i just turned off the subdivide tool, was just hoping to be able to keep the smoother version but it dont look bad the other way ethier, but here is a screenshot anyways,
still has some texturing to do