High Poly Count

So I’m making a building for my demo but I fail to noticed that it reaches 50.000 ploys so is this ok? Or is it to high?

And also if you happened to know about blueprint pls come and help me I’m stuck in this problem

It depends what else there is on screen. If you are building a building version of the game Mountain, then no. Otherwise, possibly.

Your main character would have around this many characters in a third person game, so it is certainly at the upper end of the static mesh scale. Can you easily decimate it?

Most things are made with a high poly count, and the generated texture is wrapped around a low poly version.

I’ve been told to do that to wrap from high poly to low but I just isn’t suit my style but I certainly can decimate it thi

Sorry, something went horrifically wrong with your auto-correct. :slight_smile:

I think he said he has been suggested to make a low poly version out of his high poly version and bake potentially bake normals. But he says that it just isn’t his style. He can however lower the poly count on the “low poly” mesh.

lol well something happened there

what i meant is when i model something i like to keep a target with it for example if i making a character i like the target to be around 30.000-40.000 polys instead of making low poly from high

With animated characters you ideally want to keep the vertex count as low as possible, otherwise all of those additional polys need to be transformed during animation, and it’s not a cheap calculation either. I suppose if you only intend to have a handful of characters on screen, and the environments aren’t overly elaborate it wouldn’t be an issue.

Is there a reason why you feel as though you must model every detail? In most scenarios the player won’t be able to tell the difference between a high poly mesh of, say 50-100k verts and a lower poly mesh of around 4-5k, assuming the normals are done properly in the right places.

Strange that you say it isn’t your style to do this. This is how you get best results. I con’t see the point in deliberately sabotaging yourself.:confused:

It completely depends on what’s going on in your scene, a terrain by itself can eat up a couple of million poly’s… Which reduces the budget for whatever else you can have in a scene… It’s not unusual to have a little over 10 Million polys in a scene and I’ve tested it with UE4 and Unity, they both handle it fine on console and PC (variations of hardware)…

The issue is when you start stacking meshes, 50,000 poly’s in 10 meshes is 500,000 polys, a 100 meshes is 5,000,000 polys at which point things can get out of hand quickly… Because for us it wouldn’t be unusual to have thousands of meshes in a particular scene so we can’t work @ 50K a mesh. But as someone else said, if the NM’s are done right nobody can really tell anyway…

I’m always much more concerned with draw calls, material complexity and lighting.

If it’s for mobile, ignore all the above…

Definitely be more concerned about draw cells than your model. I guess that if you have a 50k model, then your fairly skilled at 3D modelling, if you cant (or prefer not to) reduce the poly count on this particular model, then just be careful with everything else you make within that scene.

Link (may help):
how-to-reduce-drawcalls-greatly

**More stuff **(may help):

thanks for the link

well maybe its the best way but im ussualy model it that way with a specific target of poly but this time i was careless and forgot to see the polycount

Sorry, I’m not sure if I am making myself clear. :slight_smile:

What you have done is the correct thing to do. You just need to go a few steps further.

You have made a high-poly mesh of an item (be it a character, a building, whatever), with detailed textures.
Then you bake your high-poly texture/normals/etc.
Then you decimate (make a low-poly version of) your item mesh.
Then you wrap the high-poly texture around your low-poly mesh.

Ta-da! You have your game-ready item.

See Bake Normal maps from models in Blender 2.49 : KatsBits TUTORIAL for more info.

That’s good advice Jez!