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Optimizing Player Character Model Tris & Textures for VR

Discussion in 'VR' started by unity_3drapidsolutions, Mar 6, 2019.

  1. unity_3drapidsolutions

    unity_3drapidsolutions

    Joined:
    Nov 18, 2017
    Posts:
    21
    Hello all,

    Just a quick question. I am wondering if there any general guidelines available on the web regarding the complexity of the character model. I am just using a low-poly rig for testing now, but as I continue my coding I will need to use the actual player model to calibrate all my player components. Here are my questions:

    (1) I want a very photorealistic player model, although I understand VR complexity limitations. What is a typical acceptable polygonal detail for the player character? Is the units of this answer in tri's?

    (2) I plan to use fancy texturing, bump masks, offset masks, detail masks, etc on the character skin and outfit (it is a full body character). Are there any general guidelines available on the web for what types of texturing will be 'too complex' for a VR system?

    Thanks!