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The polygon counts and texture resolutions of characters included in a project might vary greatly.

In order to assist users with determining the budgets of characters in a leveloptimal polygon counts and texture resolutions of  characters when working on CRYENGINE projects, listed below are the typical poly counts/resolutions budgets used by characters on the video game HUNT: Showdown.

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Triangle Counts

Hunters (Main Characters)

The Hunters on HUNT: Showdown represent the primary characters of a level or project. The typical triangle count used by these are as follows:

  • LOD0: 35,000 - 70,000 triangles.
  • LOD3: 5,000 - 8,000 triangles.
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Additionally the poly-counts of Hunters on HUNT: Showdown vary depending on their tier/experience level; a Hunter with more experience points from a higher tier will have significantly higher poly-counts, due to the amount of extra attachments and gear carried by them.

 

Grunts (Non-primary Characters)

Grunts are monsters on HUNT: Showdown, and represent are representative of the non-primary characters of a project. The typical triangle count used by them are as follows:

    • LOD0: 25,000 - 35,000 triangles.
    • LOD3: 4,000 - 5,000 triangles.

Bosses (Special Characters)

  • LOD0: 25,000 - 45,000 triangles.
  • LOD3: 4,000 - 7,000 triangles.

Texture Resolutions

Hunters (Main Characters)

Since Hunters on HUNT: Showdown are highly customizable, each of their body parts are assigned separate materials. The resolutions of these materials are as follows:

Body Part

Material Resolution

Face

1024 x1024

Head (Wet)

256 x 256

Eyeballs

Head (Overlay)

4 x 4, White diffuse

Head (Shale)

4x4, White diffuse

Eyeball

2048 x 2048

2048 x 2048 (512 x 512, in some cases)

Eyelashes

512 x 512

Hair

512 x 512

Beard

512 x 512

Brows

512 x 512

Hands

4096 x 2048

Legs 

 

Side characters (c-level)

  • PC: 2x 1024x1024
  • Console: 2x 512x512

Textures head (Diff/Spec/Normal)

Main/Story characters (a-level):

  • PC: 1x 1024x1024
  • Console: 1x 512x512

Side characters (c-level)

  • PC & Console: 1x 512x512

Teeth

  • Shared among all characters.
  • Diffuse/Normal/Spec: 512x256

Drawcalls/Lods

  • Try keep it minimal. It's better to combine several textures into one instead of having more smaller ones.
  • It would

    1024 x 1024            

     

    The gear carried by Hunters are also assigned materials with the following resolutions:

    Gear

    Material Resolution

    Gear harness 

    2048 x 1024

    Head gear 

    512 x 512

    Chest gear 

    1024 x 1024

    Backpack

    2048 x 2048

    Bracelets

    1024 x 1024

    Ropes

    512 x 512

    Trinket 

    256 x 256

     

    Grunts and Armored Monsters (Non-primary characters)

    Similar to Hunters, Grunts too have separate materials assigned to different body parts. This is not only because Grunts can be dismembered, but to also allow for easy variations in their designs.

    For example, the material assigned to the head of one grunt might be used as the upper body material of another.

    Body Part

    Material Resolution

    Head

    1024 x 1024

    Hair

    1024 x 1024

    Upper body

    1024 x 1024

    Shirts

    1024 x 1024

    Pants/Legs

    1024 x 1024

     

    In contrast, Armored Monsters on HUNT: Showdown utilize a single material with 7 material IDs corresponding to the following parts:

    Body Part/Gear

    Material Resolution

    Body

    1024 x 1024

    Head

    1024 x 1024

    Head Armor

    1024 x 1024

    Armor

    2048 x 2048

    Organs

    1024 x 1024

    Legs

    1024 x 1024

    Tentacles

    1024 x 1024


    Bosses (Special Characters)

    Spiders, boss monsters on HUNT: Showdown, also utilize a single material with 4 material IDs.

    Body Part

    Material Resolution

    Body

    1024 x 1024

    Head

    1024 x 1024

    Organs

    1024 x 1024

    Hair

    64 x 256

     

     

    Drawcalls/Lods

    • To keep drawcalls to a minimum for the sake of performance efficiency, it's best to combine several smaller, individual textures into a single one.
    • It would also be helpful to check out Asset Performance Guidelines as it features more information on what causes drawcalls.

     

    Excerpt
    hiddentrue
    This page will give you a breakdown of a recommended budget for characters which were used for Crytek's previous games.