Well… thats the plan, for the future in which I hopefully have time to generate the LODs. As you can see from this answer, maybe I should be LESS concerned about optimizing my character meshes for performance right now as I plan to omit LODs until later… probably should simply not worry about it at the moment.
Imposters sound EXACTLY like what I would have planned for the highest/lowest LOD (never sure where you start counting with LOD :)) … A simplebillboard with the coarse outline of the character for distances where it would be hard to see even simple animations. Very interested about this presentation… will it be available online?
About the numbers: The idea was to create a very detailled looking art style, in spirit mimicking the old 2D isometric RPGs with extremly detailed 2D characters. Thus the characters would have a rather high poly count for characters seen from an isometric perspective (so that characters look good even in 4k), which I plan to make up for with aggressive LODs for characters further away to keep the polycount low.
Currently I am aiming for 6000-8000 tris for a humanoid character. Current rather conservative plan is to allow for around 100 characters onscreen max. Of course, not all of them in the highest LOD… I might create the lower LODs “by hand” and replace the geometry that needs the double sided material for the highest LOD there, so the double sided material would only be used for the highest LOD (which would also have the highest tris count, but would only be active for a small percentage of characters on screen as its a “pseudo-isometric” view).
Would you reckon the impact of having 6000-8000 double sided tris, and only one material is way higher than having only 2000-3000 double sided, and 4000-5000 one sided ones, but in two separate materials, given there might be 20-30 such characters in the highest LOD on screen max at any given time?
Okay, good points. I also was under the impression that drawcalls where no longer as important in more modern rendering pipelines than in DX9… Given that this is just a prototype and still years away from any kind of release, probably should stop trying to work around DX9/DX11 problems.
As for the fidelity/style: the characters look quite realistic, but I am not targetting real photorealism. Thus I don’t care too much about small incosistencies with lighting and shading… all the textures will be hand-drawn, so trying to go for a 100% realistic look would probably increase the problems with textures looking off. So, as said, I am less concerned about using hair and eye shaders and all of that. From the distance the characters are seen, and in the environment using my textures, they look perfectly fine using a simpler subsurface shader.
Now, I of course decided that while starting the project in Unity, where AFAIK draw calls have a way higher impact than in Unreal 4. So my decision to move everything into a single material was motivated by the technical necessity as well as not seeing a visual problem with it. If I could use 3 or 4 materials “for free”, thus without impact, I probably would look into what the eye, hair and skin shader could offer (though aren’t all these shaders more “expensive” performance wise?).
Sticking with that idea, is it possible, and wise, to have a single texture atlas mapped to different UV materials? Thus have the eyes in the same texture map as the hair? Or does it make more sense to create a hair atlas for different characters, and share the materials between the different character’s hair geometry? I am a little wary of having to many extra textures for small things like eyes, or strands of hair. I guess that is fine for games were characters will fill the whole screen during a cutscene anyway, but for what I plan to do, this seems overkill.