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Post by BammBamm on Oct 28, 2023 13:38:41 GMT -5
Hello! I have a question if anyone could be so kind as to inform me.
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I am trying to learn the basics of creating CC and want to improve my content (and my workflow). One step of this is finding out how to optimize my meshes better for players to download them and not have it lag their game. Except, I am not sure what is considered a high polycount, a low polycount, or an average recommended one. I am not sure if my PC is considered low-end or high-end, but I made some earrings that stuttered my game for a second.
Since I am planning on making many different types of content, ie. hair, nails, clothes, shoes, accessories, furniture etc. -- I've been told the recommended polycount varies on the CC type, so I would like to know what is the recommended polycount numbers for each category. I am not sure if this would be a lot of work to provide, but it'd be extremely helpful for me and many others to know and keep in mind when making meshes.
The categories I would like to know:
Hair Tops/Bottoms Shoes Earrings/Necklaces Nails Furniture
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Post by mauvemorn on Oct 28, 2023 15:45:24 GMT -5
Hi. The most complex maxis meshes almost never go past 10k. However, it does not mean it is reasonable to make hoop earrings be 10k, for example. When it comes to creating gaming content, you want to make it as low poly as you possibly can. Take this simple hoop earring as an example. 24 - this does not even look like a hoop, no point in going this low if it does not even look right 96 - subdividing it once produces a better result, but still too jagged along the hoop. No point in staying here if it does not look good 384 - you can subdivide it again, which will quadruple the polycount 192 - or, instead, you can add subdivisions only along the hoop by beveling those jagged edges. This only doubles the polycount, yet it looks no different from the previous version 1536 - this is the first object subdivided 4 times. Looks very smooth but not much different from 192. Is there a point in increasing the polycount by 8 times? Would people even notice the difference? 6144 - subdivided 5 times, indistinguishable from the previous one. As you see, just because it can be, does not mean there is a point in it being this way This, of course, is a very simple example and you can choose either. However, the same logic would apply to complex examples, regardless of the type of cc, so the most logical decision would be to go with 192
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Post by BammBamm on Oct 28, 2023 16:07:48 GMT -5
So, below 10k is the recommended polygon number for any mesh relating to TS4?
That is very convenient for me if that's the case!
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Post by mauvemorn on Oct 28, 2023 16:15:45 GMT -5
yeah, that would be fine
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