Polycount

Due to the nature of what we are trying to achieve, we must think about a singular asset, as a collection of sub-assets that can be utilized for different use cases.

The term Level Of Detail (LOD) is commonly used to refer to this collection of assets, from which we can source to cater to various platforms.

A LOD system is typically being utilized for the use of assets in Realtime applications and does not refer to the core asset from which they are derived.

When producing LOD’s the polygonal count (number of vertices and Triangles) is largely dependent on the size of these assets within a given experience.

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

  • Body

    Cinematic 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 Textures

    LOD1 : 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 Textures

    LOD1 : 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 Textures

    LOD1 : 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 Textures

    LOD1 : 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 Textures

    LOD1 : 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.

Polycounts are not an exact science but you can extrapolate rough estimates of poly counts from the main avatar.

Because an asset can technically be 6k for a given category, you should always aim for less.

The goal is to achieve the desired shape and look with as few resources as possible.

#

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

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