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FBX Mesh - Max Poly Counts?

Discussion in 'Asset Importing & Exporting' started by thundering1, Jun 9, 2015.

  1. thundering1

    thundering1

    Joined:
    Jun 4, 2015
    Posts:
    5
    Hi - new to Unity3D, and I'm an illustrator with no experience making assets for games, so here we are!

    I'm building a level, and the guy doing our assembly and development advised me to keep the poly-count (tri's, I know - NOT quads) to 20k.

    Now, I don't know how different Unity3D is from other game engines, but I regularly read numbers like 1 or 2 million for levels - I regularly read numbers like 60k for characters.

    Should I REALLY be worried about keeping the poly count to 20k for an entire level? I've gotten it down to 31,486 tri's.

    And help would be GREATLY appreciated!

    -Lew
     
  2. sadsack

    sadsack

    Joined:
    May 27, 2015
    Posts:
    156
    Lower the poly count is better it will be for the game. I don't know if you have buildings, but if you do delete all walls, floors and anything else that you can't see.
    renny
     
  3. thundering1

    thundering1

    Joined:
    Jun 4, 2015
    Posts:
    5
    Originally this was a purely 2D game - now I'm making this (attached image) into a 3D mesh since they changed it to 3D.
     

    Attached Files:

  4. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Did you ask why?
    Is this going to be a mobile game?

    Not for mobile games.

    If this is a mobile app - I'd say the 'guy' is probably being smart. If this isn't a mobile game I don't see going over 20k as being an issue, but you should probably talk with your team about it.

    Unity has a lot of things built in that can allow for higher poly counts - but polycounts aren't the big issue for optimizing a game now-a-days. With real-time lighting and shadowing, reflection, cloth sim, particle fx, post effects processing, etc. etc. All those play a big role in how the game performs. With high resolution fx and lighting it really takes a lot of tweaking to get a game optimized to run on a variety of systems.
    Poly count - really isn't the bottle neck in the system, but no need to waste and create un-needed mesh data when not needed.
     
  5. thundering1

    thundering1

    Joined:
    Jun 4, 2015
    Posts:
    5
    Thanks guy!

    Different flavors of XBox and PS, PC/Mac - and eventually, yes - flavors of mobile (tablets, not specifically phones).

    The more I read about Unity, the more it makes sense with how it pulls textures as well. I just got the level environment down to a smidge over 17k - still got a lot of rocks and boulders to populate it with, but I'm pretty sure it'll be only a little over the 20k suggested limit.

    Yeah, he's gonna have a sunlight with hard shadows, and add some atmospheric FX (wind, a little sand flying through the air) - no cloth though, and I don't think the hair will animate either but be painted onto the characters' meshes.