It will even set up the LODs for you automatically if you name your meshes appropriately - eg Body_LOD0 and Body_LOD1 will be automatically put into an LOD group where Body_LOD0 is seen at close distances and Body_LOD1 will be swapped in at longer distances. These models will get swapped out as the model gets further away from you - this is an LOD (Level Of Detail) system, which Unity has built-in. ![]() You create several of those lower poly models, each with lower and lower poly counts, and bake the high poly model onto each of them. You would be surprised at the fidelity you can achieve with good normal map - I do this with photogrammetry data at work. With heavy optimization and loads of graphical tricks to keep fps stable and high, as well as generally being made in custom engines.ģ00k is probably too much if you're going to have multiple in view at once, and might be excessive even for only one - though having a very high poly "hero car"with every other car stripped down could also be a sensible approach.Īn extremely common workflow is to first create a very high poly, high fidelity model, like the one you've made, which will never make it directly into the game engine - instead, you will only use it to bake fine details down into texture maps applied to a lower poly model which matches the same silhouette. On screen triangles likely never exceeds 1-2 million for the entire scene in most of those titles. Often with 5 or more variations of each model. But the fact that you're even asking this question means you clearly lack the knowledge and experience to do highly optimized graphics like those games are using, plus those titles make VERY heavy use of LODs for every vehicle. Yes, other modern games may get away with more on a vehicle. The interior at very least should absolutely have 2 LODs minimum (one for first person and a super low poly one for everything else). There is absolutely no reason to have more than that įor a high end racing title for modern consoles and pcs I would aim for 20-30k at most. You can help Carmageddon Wiki by expanding it. ![]() Now imagine how nice of a model this artist could make with 3 times that poly count at 39k tris. It looks plenty good for how big you'd typically see it on screen in a 3rd person game. This reeks of a poorly made subsurfaced model rather than a properly made, textured, and normal mapped game ready model.Ĭheck out this ae86 model, which only has 13k tris. I have seen vehicle models with 20k verts that look far better than yours with 300k. Polycount is nowhere near as important as how you use them.
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