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What is a good poly and vertex count for a 3d weapon model?

Discussion in 'General Discussion' started by kennethcarrington2018, Nov 14, 2018.

  1. kennethcarrington2018

    kennethcarrington2018

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    I am creating a series of 3d weapon models and would like to know what a good poly and vertex count would be to make the models realistic yet not consume too much processing power (or gpu power whatever). Any opinions?
     
  2. LaneFox

    LaneFox

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    Somewhere between 35 and 200,000 depending on the scope of the game.
     
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  3. kennethcarrington2018

    kennethcarrington2018

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    Thanks I created a round shield with less than 5000 polygons and 5000 verticies and 6000 normals
     
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  4. LaneFox

    LaneFox

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    Cool story bro.
     
  5. BIGTIMEMASTER

    BIGTIMEMASTER

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    Define your visual quality first, then use the minimum resources to produce it.

    Probably don't need more than 50k for a realistic first person weapon, unless it's some ridiculous sci-fi machine gun with a million pieces. Download the mod kit to a game like Squad or Arma or Paragon so you can see how they built the weapons in those games.
     
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  6. BrandyStarbrite

    BrandyStarbrite

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    Dude! 200,000?! :eek:

    That's way to much, unless you're planning to use it, to make
    a normal map etc.:p
     
  7. BrandyStarbrite

    BrandyStarbrite

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    Yep.

    Speaking of polycounts for weapons, I was surprised to find out
    that Kasumi's daggers in DOA 5, had like over 10,000 polys.
    And the thing is, she doesn't even use them in the game.
    They're just props for her black ninja costume.

    It's obvious that they did that, to make it fit in, with her in game models
    high polycount. But still, I find that kinda amazing. :p
     
    Last edited: Nov 16, 2018
  8. Antypodish

    Antypodish

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    4 vertices in quad
    And slam an image on top ;)

     
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  9. LaneFox

    LaneFox

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  10. Antypodish

    Antypodish

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  11. AndersMalmgren

    AndersMalmgren

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    Thats not 4 vertices! :D

    You are not stating your target specs. We are targeting Desktop VR, our weapons range between 30 and 50k without attachments. There are also more important factors today than tricount. Forexample shader optimization, draw calls etc
     
  12. Murgilod

    Murgilod

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    That's a lot of polygons for a "round shield."
     
  13. FMark92

    FMark92

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    It's very round.
    Very.