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Overview

Sections

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

 

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.

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 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

256 x 256

Eyeballs

2048 x 2048

Eyelashes

512 x 512

Hair

512 x 512

Beard

512 x 512

Brows

512 x 512

Hands

4096 x 2048

Legs 

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.

 

 

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