Hallooooooo! I was just curious as I'm a newb when it comes to appropriate poly count for game engines (which I know is definitely subjective); but, for a model like this going into a game engine like Unreal, what would you estimate is roughly a solid final tri-count for the topology? I know that's not an answer that's set in stone, but I'd love to hear from any experts what they would be shooting for poly-count-wise on a model like this. :)
Hey there! As you've guessed, that's always a tricky question simply for the fact that it heavily relies on the project that it's going into!
Some factors to consider are:
The nice thing is, most game engines and computer hardware have gotten better at crunching polygons, so being a couple polygons heavy isn't as significant as it has been in the past (don't' get me started on Unreal's Nanite system tho). You are more likely to get nailed on other aspects like texture streaming (such as texture sizes and amount of textures).
In terms of an ideal poly count for this asset, I'll answer that based on a couple generic scenarios:
Like you've said, these are rough, generic ballpark numbers and don't take into consideration requirements of a specific project!
All assets are different in their priority as well! You may want to allocate more topology to small hero assets (weapons, cut-scene props) that has a lot more focus, versus a large background prop (barrel, box), since the topology is rather simple and you may need to have lots of those on screen at a given time, meaning you want to save on topology over a bespoke item that only has one instance in the scene. A "bang-for-your-buck" situation.
Something to consider as well, is that depending on the asset you may be able to rely on LODs (Levels of Detail). Assuming the asset isn't a weapon that is in the players face the whole time, you can get away with some higher poly counts since it will be a low resolution version of the model most times as well. A very handy technique, for sure, but also not a reason to submit un-optimized models haha.
The studio you work at will often indicate a budget for you too, so this isn't always something you need to figure out yourself. Sometimes you'll have a poly count that you are well under, but need to add more polygons to your model for certain reasons, such as ensuring there is consistent topology density for vertex shader painting.
As you can see, there's lots of different answers you could have while trying to prepare a model for a game. Some poly counts that work on one project may not work on others or even across studios. My rule of thumb is simply to reduce as much as I can while preserving a "silhouette read". If I've removed an edge loop that fundamentally changes the look of the model from the distance the player will be looking at it, I revert and keep that loop. It becomes a bit of a feeling thing you will develop over time, but as long as you aren't exporting with Subdivision Surface modifiers still applied, you should be in a good place. :)
... yeah, but how many tris EXACTLY?- hehe kiddin'. Thanks so much for the thoughtful and thorough reply!
This is definitely all new ground for me (going from rendering things that simply look cool to rendering something that's meant to look cool AND be poly-consolidated and game-ready functional), so I'm just trying to soak up as much knowledge and understanding as I can.
I'm able to confidently get the sucker down to under 17,000 tris. Decimate mod def helped on the cushion (and miraculously didn't mess with the texturing). I also used the decimate mod on the handle gem/crystal as it's more hidden. I didn't touch the main crystal/gem with a 10 foot pole as it's such a centerpiece and would be difficult to remove edges without risking the introduction of n-gons. And the chalice piece I found to be a risky endeavor as so much of the geometry is interconnected and reliant on each other (but I was still able to whittle it down a wee bit). Learned real quick that a single frame render can reveal shading issues created by over-zealous edge removal far better than material view, so, I'm def taking a moment after every 2 or 3 changes to render out a frame to make sure I haven't wrecked any of the texture work.
Thanks again!!! LOVED this course and learned a TON! I plan on basically re-taking this course but with my own bespoke model just to make sure I've got this whole pipeline committed to memory. :)