AAA hero asset guideline - /3/ (#1013198)

Anonymous
6/5/2025, 7:19:34 AM No.1013198
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Hi , does anyone know of some resources on how many segments should be used for cylinder/details/bevels for modern AAA hero assets ?
Replies: >>1013332 >>1013370 >>1013375
Anonymous
6/8/2025, 11:06:23 AM No.1013332
>>1013198 (OP)
yeah you make it look good and go from there. Seriously, that's all there is. look at any asset and decide what parts of this move, what parts deform and consider accordingly. If you can't figure it out from that information alone then 3d is not for you. If you're trying to hit a detail benchmark you can use google, or common sense. Do you struggle to have numerous copies of your own asset in the viewport of a 3d software? probably good for prenders. Otherwise, if your asset looks good you can get it to whatever detail level necessary, I figure since you're asking this question, you've never modeled anything and you're looking for the exact recipe before picking up a spoon. (Kitchen reference, get it kiddo? I'm calling you a women)
Replies: >>1013375
Anonymous
6/9/2025, 6:13:53 AM No.1013370
>>1013198 (OP)
Use as little geometry as possible WITHOUT sacrificing visual quality

That's the guide
Anonymous
6/9/2025, 9:31:34 AM No.1013375
>>1013198 (OP)
>how many verts for a gun?
is the same as asking
>how many verts for a character?

like the other two say, the answer is always, the bare minimum to get it looking and animating how you want.

>>1013332
>a women
ESLs confirmed for eating with their hands.
Anonymous
6/16/2025, 5:45:20 AM No.1013701
Honestly, the real thing to learn is how to properly work with the idea of baking into a low poly asset, because the Hero assets needs to be optimized too, you can simply make that with absurd amount of geometry and trickle down the detail for each use with normal map baking.

This honestly is quite hard to get right at the start, i've yet to find a proper tutorial/course/series of something working an asset like that from scratch.