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Triangle Counts
Hunters (Main Characters)
The Hunters on HUNT: Showdown represent the primary characters of a level 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 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 |
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Face | 1024 x1024 |
Head (Wet) | 256 x 256 |
Head (Overlay) | 4 x 4, White diffuse |
Head (Shale) | 4x4, White diffuse |
Eyeball | 2048 x 2048 |
Eyelashes | 512 x 512 |
Hair | 512 x 512 |
Beard | 512 x 512 |
Brows | 512 x 512 |
Hands | 4096 x 2048 |
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
Legs | 1024 x 1024 |
Additionally, here are texture resolutions of gear carried by Hunters:
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 4 material IDs corresponding to the following parts:
Body Part | Material Resolution |
---|---|
Body | 1024 x 1024 |
Head | 1024 x 1024 |
Organs | 1024 x 1024 |
Hair | 64 x 256 |
Bosses (Special Characters)
Spiders, boss monsters on HUNT: Showdown also utilize a single material with 4 material IDs.
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 |
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.
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