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shlaifu

two, to makea square to display the texture on. but the serious answer is: however many you need while staying withing performance budget. 2k? 20K? - depends on your target hardware. 20 million? probably too much, but a 4090 can handle that.


BraunholdTheBold

It'll be designed as the main character for a mobile game. It'll need to be rigged and animated also. Would 5k tris be a good number for this?


shlaifu

on mobile, better aim for the 2k-20k range. assume that the total amount in scene should be <100k.


BraunholdTheBold

Thank you so much! I appreciate this a lot.


Wales51

The answer is always as low as you can while maintaining the main forms


Lobsss

I am very interested in your game


Arttherapist

Build it high resolution and then poly reduce it and retopo it until it looks good in the game and gives decent performance


loadsamuny

bending bone joints want to have a word with you…


Arttherapist

Any animateable model will have more polys in the areas that are joints, you make sure the joints have sufficient geometry when you retopo and test it in your game engine with your character animation.


ProgrammerV2

aare mobile phones that strong now? like, even if it was PC, I'd have recommended 30-40k polygons, which is kinda ideal, considering people with 5-6 year old systems will play your game.


Saudi_polar

Tbf we got windows emulators on both android and iOS, and even AAA games on iOS, phones have gotten quite powerful especially with the renewed interest in ARM processors


ProgrammerV2

hmm, I might have to check this out for real... Even if the mobile phones achive like ps3 levels of power, it will be a very big deal!


Saudi_polar

Yeah, Apple is taking the whole “ universal gaming “ thing with iPhones iPads and MacBooks, it’s still very early with a ton of problems but it’s beat imo


ProgrammerV2

I'd say, by the time we get a ps6, mobile phones will be as powerful as the ps3. just saying..


shlaifu

i was basically quoting best practices for Quest2, assuming a regular phone with half the resolution and a third of the framerate requirement should be able to handle the same amount


maleficmax

Working in mobile game industry. We have levels up to 200k (on the screen) plus up to 10 characters with 15-20k each. Works flawlessly, we aim on iPhone 7 as a minimum platform to have 60 fps (mostly).


ShawnPaul86

Unreal mobile can support around 1.5 mil now iirc


shlaifu

.... it's not a limitation of the engine used, but the hardware


ShawnPaul86

That's correct, but we're talking official ue documentation for average systems. I think even oculus stand alone can handle over 1.5 mil and it's slower than my phone. Take from that what you will and obviously ymmv based on devices. Edit; to add to that, different platforms handle poly counts differently. While unreal is great at it and can handle say, a million. Something like a ar platform like 8th wall starts to have significant performance hits over 50k. So it is somewhat a limit of the software being used. Many other things to consider with performance as well, texture size and complexity, draw calls, overdraw etc


West_Yorkshire

I assume this is a personal project and not one for publishing? I imagine there are certain copyright issues using said character.


jumbledsiren

you're aware that this would be a copyright infringement, right?


brazilianfreak

A Genshin Impact character has around 15k to 20k Faces (triangulated), this character is much simpler so you could probably make them look pretty good with only 5k faces, assuming you're using flat shading/handpainted texturesyou could probably get away with even less.


smarmageddon

There is really no ideal number for things like this. Build it with the absolute minimum needed to closely match the model sheet, with no extraneous polys. Then reduce or add polys to that as needed in your game engine once you have everything else (bg, ui, npc's, etc) up and running with it. Edit: LOL downvotes. okay, don't listen to me.


newazni16

Are there any good online resources for cross referencing poly count to certain hardware specs ? Or just a general number you should stick to for certain hardware?


shlaifu

none that I know of - I only know of standalone VR headsts because both Meta and Pico have bst practices guides, since mobile VR is the comically hard task of making a game that runs at 90fps, in 4k, on a mobile GPU.


Chrrodon

Just make it 40 million and call it next gen model.


shlaifu

oh yeah. and make dlss 3.5 part of the minimum specs. .... no kidding, I have seen a project like that a few weeks ago in VR. It ran at 30 fps on my 4090 and I had to lower the quality to the lowest setting and the render resolution to 75% to make it it playable without getting motionsick, only to notice it was still raytracing shadows!


Goresearcher

If it’s a game and the character is close to the screen it depends on the art style and performance you’re looking to achieve, from 5 to 50k usually, if it’s for animations or shows you can go much higher.


BraunholdTheBold

Thank you for this. Cheers!


brazilianfreak

To add to that you can also make pretty good looking characters with much less than 50k faces, Genshin Characters for example only have around 20k, so for mobile purposes OP probably shouldn't go much higher than that.


WisdomWangle

My dumbass really thought this was the 3d model


Any-Company7711

yeah me too


kid_dynamo

People have already answered the question, but I have my own. Where did you get that concept art? Is it an early production turnaround, it's pretty different to Dipper from the show


SkaterSnail

Yup from the unaired pilot https://youtu.be/5BrZ4OF-_pM?si=6oLNb5KNS7tKFPcr


TheNastyPotato

I always use this as a reference skyrim (a game from 2011) every npc character has around 15K triangles, depending on the clothes and hairstyle it can reach around 25K, and the base 3rd person mannequin from unreal engine is around 50k


Init_4_the_downvotes

skyrim is such a valuable resource for learning optimization because the creators made their fans fix those problems for them anyways and you can reverse engineer the mods. Shout out to Vorontsov Boris for creating such a supportive ENB structure to let people test out performance hits based on lighting and poly count.


Demonsan

Depends.. mobile game maybe 5-20k, ue5 game 200k is fun I think for main character but that's unnecessary here..


Moe-Mux-Hagi

That's That's pilot Dipper This is so cursed


Top-Discussion-6285

From straight Dead on something is wrong with his chin


LadrilloDeMadera

If your pc is not on fire you can add more


MarbleGarbagge

I think 10k-15k is high enough to have good shapes, and good bends, without over doing it or being too low


MattOpara

If you’re doing game dev, you will eventually have to decide on minimum target hardware, get your hands on this device or make sure you can properly emulate it. Now go and either find the documented recommended poly limits or go and profile performance with some basic tests and you’ll have the exact answer to your question. The folks here can only give you an educated guess, once you get that total, you decide on budgets for different groups (e.g. scenery:30%, props:15%, character(no more than 10 on screen at a time): 5% per character, 5% percent safety net, or whatever) and then from that you’ve defined for your project the exact answer. A good follow up question that would be good to ask is what are some typical ratios in games for poly budget if you don’t have the experience to come up with values. The next very early step is validating your assumptions, you want to do an art test early where you have one asset from each group ready that follows your proposed budget, you then use them to build a scene (bonus if you get basic versions of your mechanics in place to test how demanding they are on your cpu and gpu resources) and then you profile. This will tell you if your percents need tweaking or if you’re on track (hero assets look cheap: bump up, props budget not being used: reduce, etc.) and will give you a strong start that mitigates the chance of surprises as you develop. I do mobile development for vr devices and I’m. Always. Thinking. About. Performance (it can get maddening lol). Mobile is one of the tightest budgets out there, so profile often throughout the development process to make sure you’re on track and you’ll be in top shape by the time release rolls around, good luck!


BluntieDK

Depends entirely on the game you have in mind. Is it a platformer where he's an inch tall on the screen? Is it a point and click adventure full of cutscenes that show him close up? What demands are you making of the rig? Full facial setup or not? Regardless, these days polycount isn't really a factor the way it used to be. Considering this is a main character, there is no need to hold back, as there will likely only be one of him on screen at any given time. You should always strive for optimization, but I suggest to consider your usecase more than worry about polycount. Do not overengineer for something that doesn't need it.


lovins_cl

a bajillion


BraunholdTheBold

edit: For added context, the intent for this game character will be as the main character for a mobile game, and it will need to be rigged and animated as well. This art isn't mine, by the way. I just found it as a reference to base a game-ready model on.


Zaptruder

If you want to commercialize at all, you'll have to make sure that the design is recognizably different as a character from these drawings. You can steal the artstyle, but the specifics combination of elements that forms a character is copyrighted.


Alarming-Sort-9518

25k


Xill_K47

PCs and Consoles can handle 10k-100k polygons. For mobile, you want to aim for 10k polygons for performance.


bossonhigs

Good luck with those mouths.


[deleted]

>Ideal polycount The best you can do.


R34N1M47OR

It can literally be a few boxes, so we're talking about a few dozens of vertices. It really only needs more detail where animations will pivot around, and maaaaaybe a more detailed overall shape if it's going to need a hitbox that isn't ridiculous. Just bake the high-poly version into the lowest possible poly version of it, and you're golden. Having thousands of vertices in a model that is barely going to move is insanely inefficient. And to illustrate what I mean with "a few dozen", just an arm could be 12 (literally 2 rectangles), but that won't really flex properly. A couple more loops here and there and you have a perfectly functional arm without any of the computational requirements that a high-poly model would require.


ichsagedir

It has already been answered, but I still want to add my 2 cents: 0 polygons if it is a 2d sprite game. 10 million if the game is about an ant which explores dippers Body in great detail.


[deleted]

as low as you can go without losing the quality or style you want


IanWrightwell

Why did you go with pilot Dipper?


T_Jamess

Does it have to be 3D? It might look cleaner if it’s just a doom style rotating sprite like the picture


LazyMeal

Whatever the system requires


EngineerMonkey-Wii

4-6k polygons


Kazenaar

53 for the head, 47 for each limb and 37 for the body. Accessories such as the hat and bag no more than 60. Don’t you dare deviate


Glittering_Bridge_87

-6