A little help with mesh density on a main character (monster)

I understand that we should keep mesh density low, considering we design for anything from mobile to high-end-pc to console.

I am hoping to create a character aimed at PC mostly, and have it available on the store. I am wondering if this mesh density is too high, and would like feedback. No doubt you can tell just from a glance if this is going in the wrong direction:

This is actually a player controlled enemy (like Evolve) so some higher density is necessary.

It’s hard to say from that picture. But some areas seem too dense. But maybe there is another spike there.
It will depend to on what if any deformations you need to make.

But since it looks like a hard shelled creature which would not bend or fold it could be more than optimal but doesn’t look too bad.
A lot of areas look basically flat but have several quads in there where it could be covered with one.

You need to also think about how many of these things would be on the screen at one time.
So always having less tris is better. You could look at normal maps etc too.

Having a clean quad structure is good for sculpting and subdividing but in the final asset isn’t necessary.
So if you are puttting it on the store you could have a higher quality version and a optimized lower poly version.
Plus could be useful for lod too.

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This is helpful, thank you. I’m still quite new to the game environment compared to most, so this is great info, especially regarding the tries.

Yes, it does get denser around the spikes, as I’m not sure the normal map itself will be enough to emphasize some of the mid-sized spikes.

You will need more density where you want to have the profile read better.
Big interior flat areas can probably get away with a normal map.

But if you need to have a certain spiky profile then you will have to model those spikes.
As normal maps only fake surface details.

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I was going to say an experienced modeler can approximate how many polygons they are going to use - and can usually shoot for a set amount of polys - 10,000 and hit just under it with all the detail they want.
But then I read this -

So - yeah - good question in that case.
Good advice from dax above - also keep in mind more detail should be used in places where the most animated parts will be. IE. face, cloth, bendable areas.
For hard surfaces - less polygons the better as long as the silhouette reads as intended, use what is needed. Surface detail/bumps - use a high poly sculpt to generate the normal maps.

Keep in mind when the creature is animated - polygon and edge flow is very important to make sure the mesh deforms naturally and believably. And if there isn’t enough detail in the highly animated sections - pinching and animated low res polygons look bad. Better to have a little extra than not enough - specifically for animation.

Almost lastly - if this is your first year in 3D creation - I would say - don’t worry about it. Just create.
If your ‘eventual’ goal is to get some models on the asset store - only do that when you are comfortable with your own techniques and abilities. That would be when you do not feel the need to post if vertex density looks alright on a forum.

Is that creature/character a quadruped, biped, or something else? Is it going to be mecanim humanoid rig compatible? Important to know up front.
If the creature is not humanoid compatible - animations will be required to be accepted to the store.

I’d say aim for 15-18k polygons - with your aim. That will be high enough to add detail you want, but low enough to work on PCs. If there is only going to be one or two of these on screen at once, plus all the other stuff developers will be throwing at the scene.

This is your goal for this character?
What happens when your first customer buys the creature and wants to put it into his mobile mmo - and then bashes you on the asset store because even one character makes his game come to a crawl?
What happens when a prospective customer requests that the resolution be reduced so he can make it into a swarming creature in a Diablo-esque type game?
My point here is - you might think this creation is going to be some type of giant monster only to be seen on screen once, but customers have there own ideas - and want to make the game they want to make, regardless of the artists description on the store.
Consider - the customers wants/needs in addition to what you are attempting to create.

If selling this creature with explicit instruction in the description that he is 70,000+ polygons and should only be seen on screen alone, not duplicated - how many sales are you expecting?
If you create a creature that could be used for the Diablo-esque game around 15-18k polygons - the creature could be used for a wider variety of games, not just those two wanna be Evolve clones. :wink:

I’ll also add - usually artists ‘quite new’ to game development - usually do not create hero characters/creatures - for there first model. Usually - they wade into the pool, create a couple nice quality models, and eventually create something that can be used along side the hero character. Then a bit longer - they are elevated to develop the hero character/creature, because there skills and knowledge give them the ability to do it.

All that said - if still dead set on creating a hero creature - with animations, and all the polygons that a PC can handle (Evolve)
Check out this super HIGH quality Hero Starfighter. Check out there description - how they explain to developers who might be interested - how the high resolution does not work for all games, and should only be purchased for PC games.
Probably one of the most high quality assets on the asset store -

(no affiliation)

theANMATOR2b thanks for the great answer. That answers alot of questions I would have had, and I particularly appreciate the bit about adding details to the description.

This model ended up being rather low poly compared to some of the numbers you guys have mentioned, so I think I’m safe for general use, but again, great info, cuz now I know when I can use high numbers and when not to.

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Glad I could help, and you could look past any unintended condensation.
Would love to see more of the creature when you get the model fleshed out, with or without textures. From the very minor hint in the image above it looks cool - and you have a solid grasp of texturing!

Are you using topo-gun as a retopo tool? I have that in my tool box but have used other techniques - lazy to switch tools. I need to look back into that tool. I just picked up 3Dcoat and have plans for that package! retopo, textures, and a new sculpter + whatever else comes with it. :wink:

I"ve heard of 3d coat, but I ended up using Topogun (small learning curve, specific function) and I do like it alot. Blender’s retopo is nice but still a little clunky.

I’ve been posting updates on this project, so here is the latest with the character rigged and in Unity

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Awesome creature rig and controllers. I think porting to an asset product after you’ve published the game is a good path to follow.
Good luck on your progress.
Maybe consider creating a wip thread so you can share progress and get feedback on future content. :wink:

Ignorant question alert!

What is a “wip” thread? Like people wip some sense into me? :wink:

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Oh, I just figured it out. “Work In Progress” thread.

Well sometimes a WIP thread could become a wiping thread if someone starts trolling.

The rigging and controls look good. And the silhouette looks good too. But I am finding the straight on view looking at the head to be a little weak. I am having trouble finding his face it just kind of doesn’t stand out. Or seem that scary.

It could also be the video quality I am seeing over the VPN so it might look better than I am seeing it.

A lot of your renders are from below or side shots which look good. And if this thing is massive then it will probably be ok. But I am picturing this thing kind of like starship troopers about human height coming at me in game.

It could be the lighting the dark eyes are getting lost in the shadows.

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Its one of three races in a survival game. So its meant to have a sort of cute appearance. It can kick ass, but its not Giger’s alien by any stretch.

Interesting that the face is hard to find. The eyes are meant to have a forward facing ability (frontal) like any predator, but also the side-eyes are meant to give a nearly 360 view (like a chicken).

I’m going to keep in mind what you say and I might open up a whipping thread when I’m launching it.

I wan’t watching the best quality video on youtube. So it could just be that. If its looks good in unity then don’t worry about it.

when making your models, low, high poly versions. you also need to think about animations… So make sure you have a nice spread of quads. nice and even, some people say it don’t matter…well it does… as someone who does a ton of skinning, and fixing assets for people all the time… that is the reason, people do not keep clean GEO.

I been a programmer for over 20 years, a 3D artist , animator for the past 11-12 years. For rigging, skinning reasons, very important as well…Bottom line, good practice to keep clean Geo as much as possible… Your rigger,skinner, animator will love you for it… If its you doing that to, it helps… regardless.

Also if your just starting out as a 3D Modeler , most new people should be starting out with Hard Surface models, not organic. . Have fun either way.:slight_smile:

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@recon0303 I think m2m is not a rookie in 3D - I think I mistakenly gave that impression from mis-reading his original post. He might be new to games, but probably has at least 6 months if not double that in 3D modeling.
If not - that creature is damn good for a first time organic creature!

If you get more feedback on the creature similar to this - rather than adjusting the model - consider just adjusting the texture to maybe be darker on the body and lighter near the head, mouth and eyes. Throw in a contrasting color to draw the viewers eyes directly to the head/face to see the detail there. This manipulation of where the viewer looks can be accomplished by adjusting the colors and the darkness/lightness of the texture, without messing with any of the model - which I think looks nice.

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who says it wasn’t good? no where in my post did it say anything about it not being good…I replied to his comment, as he asked questions…by someone made a comment saying quad flow does not matter, I will again disagree and no reason to be so hostile…

PS: No idea if its his first, second what ever, I was commenting on animating , skinning , rigging, need to keep this in mind with creature, character etc. To many make this mistake, so if he is a newer 3D modeler , First year, some may not know this… So its good they do know it… and not get wrong information.

@ OP, have fun while you do 3D work, study other 3D Models, and even talk to other 3D modelers. It all helps a lot, even if your in the first year… 2nd year… 3rd year, 4 th year… 5th year… etc… also study anatomy if your going to do creature, character modeling.

and practice all the time:) /cheers.

PS, keep up the good work.

No one ever said you said it wasn’t good.

I agree with you and pretty much said the same thing in my post. No hostility intended.

Just noting that OP might not be as inexperienced as I thought - and possibly you thought as well - since you stated - just starting out.
I think he is practiced if not experienced in modeling/rigging, but new to game asset creation as he stated in the original post.

I agree with all recon mentions. Mesh density is important for animation maybe even more so than it is for silhouette. Seasoned artists know how much to give to a model so it will animate accurately and the skinning is well structured to support that animation. When not associated with animations - artists tend to add too many polys which makes skinning more complicated or not enough which makes joints (especially shoulders and pelvis) difficult to make look right.

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ya I read your post,as I thought you meant I did… no worries, /cheers.

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