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Overview

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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 level, listed below are the typical poly counts/resolutions used by characters on the video game HUNT: Showdown.

 

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.

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

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

  • Try keep it minimal. It's better to combine several textures into one instead of having more smaller ones.
  • It would be helpful to check out Asset Performance Guidelines as it features more information on what causes drawcalls.

 

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