How many polygons in a piece of string?
A typical question that has been around for as long as I can remember is “How many polygons should I be using in a character/vehicle/environment?” Another common one is “How big should my textures be?”
There is only one answer that I can think of – “It depends.”
The reason for that answer is that the question is too vague – it’s like the old question “How long is a piece of string?”.
It depends. It depends on myriad things, such as the visual style of the game, the type of game, the capabilities of the engine and the target hardware. Some consoles can push vast numbers of polygons, and others can’t.
For example, a character for a 3rd person shooter like Gears of War on the Xbox 360 where you usually have a dozen models on the screen at once, in a small compact area of map would have a totally different target for polygons and textures sizes than you would if you were creating a character for a GTA game for the PSP.
The PSP simply doesnt have the processing power of the 360 to push around large numbers of polygons and it doesn’t have the memory to store large textures. The style of game is different too – GoW has smaller enclosed environments, whilst GTA is much more open. Compare both of those games to Fight Night Round 3 (on the 360 or PS3) where effectively all you have are 2 boxers moving around a small boxing ring. With these restrictions on the focus you end up with incredibly detailed boxers with muscles, tendons and sweat.
Finally, compare everything to Mario Kart on the Nintendo DS – there aren’t that many textures and lots of use of shaded flat colours. The hardware is less powerful, and the art is stylised.
So for those reasons, it’s impossible to answer a question as vague as “How many polygons do I use?”, which isn’t exactly much use to you.
So how do you figure it out? For one, you play games and have a look. Look at what details are modelled, and which ones are textured. Have a look at screenshots to see if you can spot repeating textures (remembering that most screenshots are ‘tweaked’). Have a look at game art forums where people not only display their work but usually an overview of it – and on those forums don’t be afraid to ask questions about the art.
An important thing to remember is that the polycount and texture sizes will fluctuate continuously through the project (usually getting smaller). Sometimes the programmers will come up with new compression techniques to allow more textures in memory, and all too often you’ll have to shrink or reuse textures to get them to fit.
We can encourage questions like “How many polygons should I use for the lead character in 3rd person hack and slash gladiator game for the PSP where I have wide open arenas and normally 2 other fighters on screen at once?” – but I think the answer would still be “It depends.”






