Friday 1 February 2008

Benchmarks!

For this brief I need a set of benchmarks to know how to work and what to aim for. For this I have looked at polycounts, UV texture sizes and the whole game character aesthetics in general.

So far, I found that the high res character model should be a maximum of around 12,000 polygons. For the low res character model it should be around 2000 poly. I based these from the website here . Stating these polycounts..

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Characters
As we are using attachments we have to split the triangle numbers in the separate parts:
* Heads 3k triangles
* Body 5k triangles
* Attachments 1 k triangles
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(making a character being around 12,000 poly)

It is a Q&A with a group of people creating a mod for the game Crysis. I wanted to find the polycounts for the characters in crysis as this is a brand new game and has the most modern of graphic quality. I couldn't find it, but I think the polycounts I got from that website are good estimations.

As for texture sizes I used this from the same website..

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Character head: 512 x 512 to 1024 x 1024; Character body: 1024 x 1024; Attachments: 1024 x 1024.
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Of course I will probably not be making my model in the same fashion (sepearate head/arms etc) but it's still good to use as a baseline.

This forum post also shows that in the Unreal engine it changes the LOD (level of detail) in the game. For example a character will change texture sizes when the character is far away, compared to when it is up close. This means that it may be a good idea to make a few seperate different textures for the characters.

In other words, i'll have to make texture files for the characters starting from 256x256 resoloution up to the possible maximum of 1024x1024.

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