Low Poly characters: Model stylized

Hello everyone,
Following the “Low Poly characters: Model stylized” training, I continued to practice and I am presenting my work.
This is the beginning of my character series for the creation of my game with Unreal Engine. The complete firefighter (with the bottles and mask) is made of 3500 vertices. I intend to have around 150 characters and I’m wondering if this number of vertices is appropriate for Unreal Engine.
Can you tell me what you think of this work?






Thank you for your feedback.

11 Likes

They look very good LP characters.

I suspect someone will be along that will know about game engines.

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Unreal isn’t my domain, but I still think I can speak to this =)

First of all, the characters look well put together for this style - blocky, but no wonkiness sticking out where it shouldn’t. A good result!

Polycount is one factor in a large equation that determines performance, so polycount alone is not enough to determine how these characters will perform in your chosen project. That said, 3500 vertices is very low for a character from a performance standard.

I looked up a point of reference for Unreal, and the template characters (which you would build more detail upon) are anywhere from 50K to 100K verts depending on your major UE version. That thread was written 3 years ago, so it may well be much higher now.

In short, you should be fine, and you could even make them smoother if you wanted to. Any of the 3 major engines really should be able to handle these characters without an issue, assuming you not trying to run your project on a microwave =)

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Unless it’s DOOM, you can run DOOM on a calculator… POWERED BY POTATOES! I’VE SEEN THAT!.

UE can totally handle that with ease, same with Unity and even Godot. But it’s not the engine that’s the problem.

When deciding your scope you’ll have to take into consideration your minimum spec requirements, that includes disk memory, the more models you add the heavier your game will be, and the heavier it is, the less downloads your game will get.

What I’m worried about is that I think you are implying that you want 150 characters moving around at the same time, if that’s the case, then that’s a completely different issue I rather not talk about until you clarify it.

The models are really cool, my only issue are the arms, they look a bit long, but I’m not sure if it’s a perspective thing, but from the images it seems as if the hands can touch the knees.

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That’s genuinely pretty cool. Not exactly a “pocket” PC anymore, lol XD

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Looks kind of Lego land. I like them. Can’t comment on game engine readiness but excellent set of characters for a sims type game app for mobile devices. Love the different occupations like chefs or fire fighters. Well done.

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These look really good! Clear forms and it looks like mostly quads. You could probably go even a little bit chunkier on the cylinders to match the “resolution” of the quads on the character.

I was taught a good low poly model is “under 5000 tris” so you’re definitely doing well there. As was mentioned by a few others, the models themselves aren’t going to be as much of a problem as how many you plan to have roaming visibly at any given time, and how you plan to optimize those calculations and any other physics you might be running at the same time. How many light sources you have in a scene can affect render time as much as how many models if you are calculating shadows.

Are the faces mapped to a single material with a texture of a color grid? Or is each color its own material?

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Hello, Thank you for your remark about the characters’ arms; I hadn’t noticed that detail. The critique is constructive and super cool. Regarding the number of characters, yes, I would indeed like to have between 100 and 150 different ones, but they won’t all appear at the same time in the same scene. I plan to create a city and will ‘spawn’ 10 to 15 characters in the area where the player is. When the player moves to another area, the first ‘spawn’ will be destroyed to make way for another ‘spawn’ of 10 to 12 characters max.

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Hello, Thank you for this feedback; all characters have a single material, and I use one ‘png’ image.

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Hello everyone, Thank you all for your feedback and encouragement, which gives me even more enthusiasm for the future. I have redone the arms of all the characters, and here is the result on the firefighter.

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If that’s the case then you shouldn’t have any issues with Unreal Engine and your game.

Please, keep us updated! It looks really cool!

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