whats the poly cap for the unity engine (for characters and environments) because i want to make a game that looks really good in the models because i want to know if you could make something like uncharted which has probably tuns of poly in there engine and everything that i see for unity is all very lowpoly stuff
AFAIK, its 65k VERTICES per mesh, because Unity uses Int16 index buffers. So, depending on how your polys are arranged, you will likely have less (though theoretically, you could have more).
The reason much of the stuff in Unity is low-poly is because of the little known “indie developer fillrate” which is considerably below the fillrate of a semi-modern graphics card
It’s not because indies can’t afford insanely detailed models for normal / spec generation, animation and also a clean low poly version with said normals and spec applied?
using very high poly models in games is silly. at best use “medium poly” (that may mean different things to different people) with the details from a high poly version (made in zbrush/mudbox) applied using normal maps. also shaders- them is very important. Also your model should actually look nice.
okay so first of is my grammar going to effect you so stop picking at the grammar and i now my grammar isn’t that good and second i now that game engines that are making these big games such as the unreal engine or the naughty dog engine used on uncharted are developed engines in which the companies are improving and pushing there engines so they can get the most out of the engine and im not saying that unity isn’t being improved its just that you dont really see any good game made by unity thats on the market and also when i think of low-poly models i think of where you have the form of the character or environment and the high-poly model to me is where all the textures such as wrinkles and each thread in a piece of fabric stuff like that