i was just wondering how many polygons is acceptable to have in a semi-realistic model for Roblox, per example a gun model for an FPS game. how many should i be aiming for ?
There is literally no reason to make a topic on this, just take 30 seconds to make a quick Google Search to find the answer.
It’s definitely in the wrong section but this isn’t a quick easy question, this differs across engines and varies based on what platform you’re aiming for. Not to mention that there are tri limits to consider as well:
i was wondering how many is should be aiming as to not cause lag on lower end pc’s that’s all. i guess i will just try to keep my polygon count as low as possible while still retaining the realistic looks.
Well, you have to keep in mind that the poly count generally refers to the triangle + vertice count first of all. The vert count impacts performance more than the tri count does, but generally you shouldn’t worry too much about the exact values of one or the other as they tend to go hand-in-hand.
As you want to cater things more towards performance, I’d recommend keeping in the 3k-4k tri range as that’s traditionally the tri count in existing roblox assets such as hats if I recall. That’s a good halfway point between having distinct form while still being lower poly for a single asset. Of course, texturing would help out a lot here.
I would encourage you to learn to use as little geometry as you need from the start, though. It will save you a lot of headache later down the line if you keep things well optimized and your topology clean. It may take some time to learn, but eventually you’ll find a way to stick to the general “low” range without fretting over counts or limits.
Thanks. i’m going to also see if baking normals works with Roblox studio.