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Open the SDk (editor) and look at the weapon models. They are clearly labelled and you can see their polycount.

3rd person weapons also have LODs (levels of detail), to decrease polycount as viewing distance increases. Also materials decrease in resolution/instructions. The first thing that gets dropped on increasing LODs (lower resolution) is normal/specular maps.

Obviously more complex weapons will have higher polycounts.

For the MG42 I'm moddelling, 15k 1st person, 7k 3rd person LOD0, 4k LOD1. A pistol , like the P08, will have considerably less.

LODs usually drop polycount by 1/2 to 1/3 for each step. The number of LODs is up to you.

Dropping texture resolution helps as well. Fot a 1st person weapon you will typically have three 2048x2048 textures (Diffuse/Specular/Normal) and mayby even an opacity mask. This will probably be true of the 3rd person LOD0 as well (same textures). Keep only the 2048x2048 diffuse map for LOD1, and make a 1024x1024 diffuse map for LOD1 on. This trims GPU required memory usage, while decreasing polycount lowers draw triangles.

There are no set limits. But I would certainly try to not exceed what is already in game if possible.

Hope that helps.
 
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