Overview
Breakdown
- Cinematic Asset : used in Raytracing engines to create promotional materials and serves as the base to produce LOD’
- The Polycount for this doesn’t matter too much here.
- Avoid using millions of polygons to avoid large file sizes
- clean topology allows subdivision through modifiers and better deformation and won’t affect file size.
- Avoid using hundreds of materials, with 4-8k texture sizes as this also causes large file sizes and slows render times
- Try and reuse materials, so all metals use the same metal material etc. this makes baking Id maps easier later on as well.
- LOD0 : This Asset would be used for WebGL Viewers, Desktop and Console applications and promotional in engine cutscenes.
- 32k-100k tris for a fully assembled asset (e.g. A Party Bear with every possible trait equipped)
- LOD1 : This asset would be used for Desktop and Console experiences where the character is a short distance away from or has to work with small crowds
- 12k - 32k tris for a fully assembled asset
- LOD2 : This asset would be used for Mobile end experiences such as Roblox , or when the character is a far distance away or part of a larger crowd.
- 2k-6k tris for a fully assembled asset
Example Humanoid
BodyCinematic Asset: 500k+ tris + any size textures or procedural materials used.
LOD0: 15-40k tris + multiple PBR Texture Sets at 2048k + Shader Mask Textures
LOD1: 6k - 12k tris + multiple PBR Texture Sets at 1024 + Shader Mask Textures
LOD2: 1k - 3k tris + single PBR Texture Set at 1024+ Shader Mask Textures
Shirt
LOD0: 4k-10k tris + multiple PBR Texture Sets at 2048k + Shader Mask TexturesLOD1: 2k - 6k tris + multiple PBR Texture Sets at 1024 + Shader Mask Textures
LOD2: 400 - 800 tris + single PBR Texture Set at 1024+ Shader Mask Textures
Pants
LOD0: 4k-10k tris + multiple PBR Texture Sets at 2048k + Shader Mask TexturesLOD1: 2k - 6k tris + multiple PBR Texture Sets at 1024 + Shader Mask Textures
LOD2: 400 - 800 tris + single PBR Texture Set at 1024+ Shader Mask Textures
Shoes
LOD0: 3-6k tris + multiple PBR Texture Sets at 2048k + Shader Mask TexturesLOD1: 1k - 3k tris + multiple PBR Texture Sets at 1024 + Shader Mask Textures
LOD2: 250 - 600 tris + single PBR Texture Set at 1024+ Shader Mask Textures
Hat
LOD0: 1k-5k tris + multiple PBR Texture Sets at 2048k + Shader Mask TexturesLOD1: 1k - 2k tris + multiple PBR Texture Sets at 1024 + Shader Mask Textures
LOD2: 250 - 600 tris + single PBR Texture Set at 1024+ Shader Mask Textures
Ear - Accessory
LOD0: 1-3k tris + multiple PBR Texture Sets at 2048k + Shader Mask TexturesLOD1: 500 - 1.5k tris + multiple PBR Texture Sets at 1024 + Shader Mask Textures
LOD2: 100 - 300 tris + single PBR Texture Set at 1024+ Shader Mask Textures
Avatars should be limited to 6-8 parts in total as to stay within the overall polycount limits.
# | 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 |