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View Full Version : What is "low poly" for weapons these days?


ReplicA
06-23-2009, 02:37 PM
So I got a scene I'm working on which will have a crapton of real world weapons in it, and I want everything in the scene to be low poly. I started working on some weapons, when it hit me, I have no idea what is considered low poly for weapons these days (current gen). Normally I stick to character art, and have just recently started trying to make real world weapons, so it's no surprise I don't know what's what with them.

Here's an example, I made an m16a2, with an m203 attachment. The low poly is 3397 tri's, but is that actually low poly, or is that a little high?

Come to think of it, what's a good texture res for guns for current gen games? I've searched google, but couldn't find any specific answers, so thanks for replies. :)

PixelGoat
06-23-2009, 03:29 PM
Our weapons for 3rd person clock in at around 1k-1.5k triangles, with 512x256 texture. Hope that helps.

LowRez
06-23-2009, 04:27 PM
For next gen consoles....

I'd say for a player weapon (seen from the FPS view) about 3500 is fine..

For a weapon an enemy is carrying I'd aim lower and use good normal map. Say 1500-2000 I'd also Lod them for distance...

ReplicA
06-23-2009, 05:16 PM
That sure does help guys, thanks. I'm having a lot of fun making some of these guns, and making a full low poly scene is fun as well, especially since I've never done anything like this before. :)

I'll keep those specs in mind, though mine might be a tad higher on SOME weapons, not sure yet, though.

Aftermath
06-24-2009, 04:13 AM
Next-Gen weapons for FPS's are character replacements so they range from 6-8k sometimes even 10-15k Tris.