This section outlines standards for maintaining an efficient polycount while preserving visual quality for various assets.
# | TYPE | TARGET POLYCOUNT | NUMBER OF PARTS | RIGGING BONES | COMMENTS |
---|---|---|---|---|---|
1 | Full Body - Character | 6k-10k triangles | 6-8 parts max | 128 bones or 256 joints | |
2 | Full Body - Grooming | 2k-6k triangles | 6-8 parts max | 0 bones | |
3 | Larger Accessories | 1k-6k triangles | Asset dependent | 0 bones | This varies a lot, so we would allocate a budget for each specific asset. |
4 | Smaller Accessories | 0-1k triangles | 1-4 parts max | 0 bones | |
5 | Garments | 4k-12k triangles | 2-6 parts max | 2-10 bones | The lower, the better—it will depend on each piece. |
6 | Guns & Unique Props | 1k-2k triangles | Asset dependent | 0-6 bones | |
7 | Scenery & Viewer | 1k-40k triangles | Asset dependent | 0-20 bones | |
Scene Dependent | Single master material using atlases | ||||
TOTAL | 15k-32k triangles | 15-26 parts max | 136 bones |