Triangle Count Question

Hello, so the project I’m working on now is pretty basic, the whole map is just a two story 3 bedroom house. Naturally most of the decor are just static mesh objects. This is my first project though, so there’s a few things I feel uninformed about. My main question right now is, about how many tris should each static mesh object have and why? I’ve been trying to keep my smaller objects (Dishes, bottles, cans) around or under 800 tris, and all of my larger objects (couches, TV, fireplace etc.) 3000 tris or below. What do y’all think? Is this too many? Should I dumb down my meshes? Or do I have room for more maybe?

What’s your target platform? the answer to that question determines your geometry budget

PC for the time being, but I would also like know about other platforms.

Triangles are not really a problem anymore, if you dont go like High Poly for every object in your scene you shouldn’t have any problems. Use that many tris you need for your scene “object” to make it look they way you like it. The time of 8 edged barrles are over…
Just model your object smart and use LOD’s and you are good. A bigger problem or something you have to take care for is your drawcall amount and Video Ram…

Just forgot to to mention, your objetcs with 800 or 3000 triangles are not really a problem at all… The only question you should ask yourself always is… does object X need “for example 5000 Triangles” or can it be lees and it will look the same way… does the object have to be so detailed ? Will the player be near to object to recognize details? Or is it just a object which will be seen from far… in this case there is no need for unnecessary details “triangles”.

Gotcha. That makes sense. So would it be like completely absurd to have lets say a couch with 10k tris? (I deeply apologize if these questions are incredibly noobish)

For characters and hero assets, keep it below 40k if possible. For simple assets target 1k, for larger more unique assets, 5k or 10k is fine. The main thing is you don’t want many triangles smaller than a pixel at the normal viewing distance. It’s a lot more expensive to render a lot of tiny tris than a lot of large tris.

For characters below 40K if possible? Why ? even a game like Ryse Son of Rome used 3 years ago characters with over 100K triangles… And we are talking here about the ***** Xbox One. Someone posted a link on polycount with the tri count of characters in Triple A games, characters with 100K and even more tris are no longer a problem, especially not yet with DX12 and the new consoles and Cards like the Nvidia 1080 and less…

10K for a object or even more is not a problem but like i wrote before only if you really need that much tris… In a lot of cases you can use much less tris without losing any details… For deatails like wrinkles on a couch you should definitly use Normals maps instead of geometry… ouh and ones again, use LOD’s…

Last I heard was Ryse dropped theirs from 80k to before launch 40k. I said try to keep it below 40k, not that you ever exceed that value. Most PC games are targeting a wide range of hardware setups, not just people with GTX 1080s. Lots of potential consumers might have a 750 ti or worse.

I understand your point but the problem with, please dont get me wrong… Fantasy numbers like “not more than 40K” can be extremely confusing… Especially if you are a new artist, you can quickly adopt a answer like this and make it your standard.
In my opinion there is not really a answer to this question… The link i posted is just a kind of average tri amount that studios are uisng for the current generation of games… Of course it doesnt mean you have to go like 100K tris… It always depends of the amount of details you need… and what you are going for.

So for example i would never say, go for 100K or dont go for more than 40K… I would always wrote something like “In my personal opinion 40 or 50K is more than enough”. or something like that.

I imported a character with around 25k faces according to blender, but when I import it to UE4 for some reason it gets these stats:


Is that acceptable? Or is that way too much?

That’s fine–but you should always shoot for a low number to achieve what you think is necessary to get the look you’re going for. Test the performance and then make adjustments