Until I can get the art department to get me their version (if they have any different specs they are working from) the following is Epics guidelines for UE 3 development and modding.
From Epics Technology page:
Characters
For every major character and static mesh asset, we build two versions of the geometry: a renderable mesh with unique UV coordinates, and a detail mesh containing only geometry. We run the two meshes through the Unreal Engine 3 preprocessing tool and generate a high-res normal map for the renderable mesh, based on analyzing all of the geometry in the detail mesh.
* Renderable Mesh: We build renderable meshes with 3,000-12,000 triangles, based on the expectation of 5-20 visible characters in a game scene. (yoshi note: It is best to be conservative here, but you need to have enough detail so the normal sits on top without looking bad)
* Detail Mesh: We build 1-8 million triangle detail meshes for typical characters. This is quite sufficient for generating 1-2 normal maps of resolution 2048x2048 per character.
* Bones: The highest LOD version of our characters typically have 100-200 bones, and include articulated faces, hands, and fingers.
Normal Maps & Texture Maps
We author most character and world normal maps and texture maps at 2048x2048 resolution. We feel this is a good target for games running on mid-range PC's. Next-generation consoles may require reducing texture resolution by 2X, and low-end PC's up to 4X, depending on texture count and scene complexity.
Environments
Typical environments contain 1000-5000 total renderable objects, including static meshes and skeletal meshes. For reasonable performance on current 3D cards, we aim to keep the number of visible objects in any given scene to 300-1000 visible objects. Our larger scenes typically peak at 500,000 to 1,500,000 rendered triangles.
Scale
The following is the RO:HOS real world scale conversion
1uu=2cm
Standard Player Height = 92 UU
Standard Door Height = 128 UU
Single Door Width = 64 UU
Vehicles/Tanks
Our tanks have roughly an interior created of 80,000 Triangles, and an exterior of about 10,000 triangles.
Additional information:
We use 4 (for PZ4, T-34 uses 3) texture pages 2048 each. One for each of the following, driver/Hull MG, Turret, Basket/ammo, and a tiled page. For the tiled page we included walls, cylinders (because they do not need to be normal mapped) wires, nuts/bolts, and things with writing on them. Also include on the tiled page things that are not directly in the cameras view. Only bake things that are going to be directly in front of the camera (Like optics for example)
So if the tank interior has 3 main metal colors, make a black tile, green tiles and white wash tile (for the walls) then float the appropriate UVs on the correct tile
From Epics Technology page:
Characters
For every major character and static mesh asset, we build two versions of the geometry: a renderable mesh with unique UV coordinates, and a detail mesh containing only geometry. We run the two meshes through the Unreal Engine 3 preprocessing tool and generate a high-res normal map for the renderable mesh, based on analyzing all of the geometry in the detail mesh.
* Renderable Mesh: We build renderable meshes with 3,000-12,000 triangles, based on the expectation of 5-20 visible characters in a game scene. (yoshi note: It is best to be conservative here, but you need to have enough detail so the normal sits on top without looking bad)
* Detail Mesh: We build 1-8 million triangle detail meshes for typical characters. This is quite sufficient for generating 1-2 normal maps of resolution 2048x2048 per character.
* Bones: The highest LOD version of our characters typically have 100-200 bones, and include articulated faces, hands, and fingers.
Normal Maps & Texture Maps
We author most character and world normal maps and texture maps at 2048x2048 resolution. We feel this is a good target for games running on mid-range PC's. Next-generation consoles may require reducing texture resolution by 2X, and low-end PC's up to 4X, depending on texture count and scene complexity.
Environments
Typical environments contain 1000-5000 total renderable objects, including static meshes and skeletal meshes. For reasonable performance on current 3D cards, we aim to keep the number of visible objects in any given scene to 300-1000 visible objects. Our larger scenes typically peak at 500,000 to 1,500,000 rendered triangles.
Scale
The following is the RO:HOS real world scale conversion
1uu=2cm
Standard Player Height = 92 UU
Standard Door Height = 128 UU
Single Door Width = 64 UU
Vehicles/Tanks
Our tanks have roughly an interior created of 80,000 Triangles, and an exterior of about 10,000 triangles.
Additional information:
We use 4 (for PZ4, T-34 uses 3) texture pages 2048 each. One for each of the following, driver/Hull MG, Turret, Basket/ammo, and a tiled page. For the tiled page we included walls, cylinders (because they do not need to be normal mapped) wires, nuts/bolts, and things with writing on them. Also include on the tiled page things that are not directly in the cameras view. Only bake things that are going to be directly in front of the camera (Like optics for example)
So if the tank interior has 3 main metal colors, make a black tile, green tiles and white wash tile (for the walls) then float the appropriate UVs on the correct tile