Thank you for this great question Carlos. This is a very complicated question to answer. The reason being is that you would have to weigh in many factors based on the game you want to make, the platform it will be released on, the amount of characters or objects that can be seen all at once in the game (open world or not open world), type of gameplay and the engine you are using. In PC you can really have a lot of polygons being rendered at once. As to the actual number, I am not entirely sure but just know it is in the millions range. If you want to go to mobile, or consoles your best bet is to take the PC estimate and cut it by half for mobile, and maybe 75 percent or less for consoles. Just know that there is no one exact answer and you will always have to do performance checks on your games via profiling and seeing what task is taking the most time. If it is rendering then try lowering the polycount for your characters. Just know that there are a lot of factors that play a huge role on the performance of your game and polycount is one of them and that all games are different and will have different requirements based on how you designed it. I hope this helps and I know it doesn't answer your question. This is Unity's suggestion for this "Keep the vertex count below 200K and 3M per frame when building for PC (depending on the target GPU)." Which you can read the article here docs.unity3d.com/560/Documentation/Manual/OptimizingGraphicsPerformance.html
@@someshsahu4638 really glad to hear it. :) Let me know if there is anything else you would like to see or have answered. Thank you for your comment and for watching this video. :)
Hello, I want to know that, I am make a pc game, I want to make a character but while searching in youtube I got confused, I want my character look good, but also I want that everything go smooth, but I also don't want my characters look like genshin imapct characters. I want my characters look like its somewhat cartoonish but with realism, not very much real or not very much cartoonish, somewhat in between.
I'm making a game about robots- very detailed models, but im doing retopology and trying to use textures in the inside of the robots so I don't use to much geometry. (Polygons) Im questioning because I set a max polygon count for every character. 75,000. Do you think this is optimal?
can ı ask something. does not program count the polygons that inside of the whole mash for retopo. or do you delete the old mash which poly number is huge
Very nice and informative video sir thankyou so much for guiding us.🙏🙏🙏 And keep it up.
Thanks! and Thank you for watching! :)
thanks bro keep doing this
how do i know how many polygons are enough to make a functional game?
Thank you for this great question Carlos. This is a very complicated question to answer. The reason being is that you would have to weigh in many factors based on the game you want to make, the platform it will be released on, the amount of characters or objects that can be seen all at once in the game (open world or not open world), type of gameplay and the engine you are using.
In PC you can really have a lot of polygons being rendered at once. As to the actual number, I am not entirely sure but just know it is in the millions range.
If you want to go to mobile, or consoles your best bet is to take the PC estimate and cut it by half for mobile, and maybe 75 percent or less for consoles.
Just know that there is no one exact answer and you will always have to do performance checks on your games via profiling and seeing what task is taking the most time. If it is rendering then try lowering the polycount for your characters.
Just know that there are a lot of factors that play a huge role on the performance of your game and polycount is one of them and that all games are different and will have different requirements based on how you designed it.
I hope this helps and I know it doesn't answer your question.
This is Unity's suggestion for this "Keep the vertex count below 200K and 3M per frame when building for PC (depending on the target GPU)." Which you can read the article here docs.unity3d.com/560/Documentation/Manual/OptimizingGraphicsPerformance.html
@@GeorgeWulfers_88 thankyou so much for this beautiful answer.
Your's reply really helps me...🙏
@@someshsahu4638 really glad to hear it. :) Let me know if there is anything else you would like to see or have answered. Thank you for your comment and for watching this video. :)
Hello, I want to know that, I am make a pc game, I want to make a character but while searching in youtube I got confused, I want my character look good, but also I want that everything go smooth, but I also don't want my characters look like genshin imapct characters. I want my characters look like its somewhat cartoonish but with realism, not very much real or not very much cartoonish, somewhat in between.
Making characters is unfortunately not in the scope of my tutorials since I am primarily a programmer.
Thank you!
Thank you for watching! :)
I'm making a game about robots- very detailed models, but im doing retopology and trying to use textures in the inside of the robots so I don't use to much geometry. (Polygons) Im questioning because I set a max polygon count for every character. 75,000. Do you think this is optimal?
can ı ask something. does not program count the polygons that inside of the whole mash for retopo. or do you delete the old mash which poly number is huge
I'd love to see more
Awesome! Feel free to let me know what you would like to see :)