This section outlines standards for maintaining an efficient polycount while preserving visual quality for various assets.
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.
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
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
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
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
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
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 |
This section outlines standards for maintaining an efficient polycount while preserving visual quality for various assets.
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.
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
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
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
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
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
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 |