Im working on some characters for a PC game and im not quite sure what to shoot for for a poly count. My current model (which is only a head right now) is a little under 6,000 tris with no sub surf. is that high? Low? Good? should i use a sub surf?
What my team does is always make a high poly version of a model, then create another version of the model using Blender’s Decimate tool which we bring the polly count down to half.
The high polly we then make a normal map of and apply to the low poly version…
Just how we run ![]()
How high for the original? i have a sculpt with about 1.7 mil verts (level 7 multires in blender), then i retopoed it down to what i have now. should i normal map the sculpt and apply it to the retopo?
It depends on the type of game and target platform.
turn based RPG, PC
how many characters will be onscreen at once? and what age of PC would you want it to run on (IE 2008)
2-5 character mostly, maybe 2010
For a boss we got up to something ridiculous like 40,000, then we decimated down to 6,000
if 40,000 is ridiculous what does that make 1,700,000? anyway should i apply a normal map of the sculpt to the retopo?
In my opinion 6k tris should be fine.
And yes if I were you I would bake the detail from the high poly version in using a normal map(or, if you want to get fancy a height map with Dx11 tessellation)
for the entire character? im at 6k with just the head
Also i cant do dx11 im on mac
Oh, No just for the head it way to much, 6k -10k for the whole character would be my suggestion
Guess ive got some work to do then
This was 40,000 pollys

Going to need a computer from NASA to run that crap xC
Just decimate it when your finished till you get it to a reasonable High polly level
lol yeah my computer pretty much stops if i try to apply the multires
A view of the decimated version

It retains the same shape so I would highly recommend Blender’s decimate modifier
it keeps the shape but it destroys the topology
If its for the PC, then yeah what Tyler said 6-10k per character (as long as its not some kind of RTS or similar.). Sculpt, add details etc in High Poly, then bake the normal map to low poly and use low poly in your game. That is what is usually done
EDIT: Noticed that OP explicitly mentions PC. Somehow missed that.
