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Question by bpears · Feb 04, 2013 at 11:21 PM · fpsmodeling

Poly count/face count limit for FPS hands & arms?

What would be a good range? I have created some but feel they may be too high poly.

Just looking for a ballpark range.

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avatar image bpears · Feb 09, 2013 at 01:36 AM 0
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anyyyybodyyyyyyyyyy?

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Answer by electricsauce · Feb 09, 2013 at 05:03 AM

Depends on what platform you are building for, the type of shaders you plan on using, and the amount of other things going on in the scene. I'd start around 3 - 5k if you're going pc and increase resolution if you need it or reduce your polycount if performance suffers.

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avatar image bpears · Feb 09, 2013 at 10:56 PM 0
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man that seems really low, I have made a set in maya, but its already 1,500 without smooth tool. With smooth its 23,000. How do the big companies pull off having such nice models...

avatar image Bunny83 · Feb 09, 2013 at 11:19 PM 1
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Well, they have great artists ;)
I'm just a programmer, but in my student $$anonymous$$m project i've seen how our artists work. A lot stuff they made, including our main char, has been created in 3dsmax and then imported into z-brush. They added a lot of detail to the mesh. I'm not sure if they did the "retopo" in z-brush or in 3dsmax, however once the retopo with a lower geometry is done they just created a normalmap from the highpoly model.

So the main tricks here are to know the actual workflow and to create a "good" retopo.

If you use blender, by a quick google search i've found this one:

http://blenderartists.org/forum/showthread.php?89117-Retopo-create-lower-poly-mesh-from-higher-poly

avatar image bpears · Feb 09, 2013 at 11:40 PM 0
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hmmmm, interesting. I have heard of topogun, never looked into it though. Im learning modeling as I go, but retopo-ing seems kinda backwards to me. You make a low-average poly model, smooth it to hi poly, then retopo to low-average poly again. I can see why; it gets model closer to the hi poly than modeler could themself. But still would think there would be an easier way idk. I'm using maya btw.

avatar image bpears · Feb 10, 2013 at 03:52 AM 0
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I learned there is a reduce function in maya that reduces poly, so you could smooth, then reduce. Doesnt work very well though.

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