What are good polycounts/ texturesizes for small prop- models?
3 replies, posted
I've gotten into modelling (Blender) a few days ago (examples below).
I'm currently making props for my steampunk-themed map and I was wondering if the polycounts- and texturesizes I'm using are okay for a game- quality models.
I'm planning to make all the content for my map myself, so I'll probably have a lot of those in my map...
[img]https://dl.dropboxusercontent.com/u/36498915/PERMA/Polycount.png[/img]
I am a sucker for optimization myself, and it all depends of how often players are going to see said props, their importance, and the level of detail your map and other props will have (for instance, I feel putting the above props in a hl2 map along other hl2 clutter would make them stand out way too much- too detailed).
That said the polycount seems to be just fine for something with that kind of detail. I suggest you try shrinking down texture size and see how it looks, if you don't like it you can always change it back
Definitely shrink down the texture size. Honestly as a rule of thumb, go on by what the player is going to focus on more. An interactable object will probably clock at around 1kpolies, a character generally at at today's standard comes to something like ten and textures for small props at 512 or smaller a piece.
Even better if you'd be able to combine multiple textures on a single texturemap as far as optimisation goes.
Also really depends on what you're going for.
If you're just going for a fast-paced game where the player won't spend any time looking at things, then you can get away with cheap tri counts and small-resolution textures.
If it's going to be a slower-paced game, or you have intentions to allow the maps and models to be used for cinematic purposes, such as in the Source Filmmaker, then myself and many other users of the SFM would prefer some high-quality poly-work and textures.
Nothing really kills a scene quite like having high-detail models in a scene full of blocking models with pixel-y textures. :).
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