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Question by Kael44 · Nov 20, 2014 at 09:09 PM · multiplayerhair

Hairs in multiplayers games

Hello, i am working on a multiplayer shooter game like battlefield, call of duty, ghost recon, etc.. and i have worries about the hairs for my models. It should be arround 10-12 players per map, mostly small to medium size map (close quarters maps but if possible with lot of details).

I have made some researchs but i am still lost. Most multiplayers shooters do not propose hairstyles except few exceptions like Destiny, gears of war.. but i cant get a model to see how they made it. I read that Destiny devs developped their own technologies for their "hair salon". Anyway..

the methods i found so far :

  • there is the "polygons" method but it doesnt look so realistic (like in mmorpgs)

  • there is the "planes" method often used to make great hairstyles (in most solo games)

  • there is the "fur and hair" method but i dont have enough materials to figure out if its expensive in ressources or not, but i guess it does.

so far i have sticked with the planes method but i am worried about the impact on the game ressources. i am planning a character with 15 000 polygons, that you add arround 5 000 for the hairs and 5000 for the weapon. Total 25 000.

I read on numerous forums that characters are usualy arround 30 000 polygons minimal for games.. (even a teacher in 3D think so).. but the models i downloaded to get an idea are not more than 20 000 polygons.. most of the time arround 12 000. But i did not get any models from the recent games (Next Gen) to say if its still like that or not.

The problem is not really the numbers of polygons, but if i stick with the planes method, it will add lot of "objects" on my characters, it means more draw calls.. with the different maps (normal, specular, ..) its a lot i think.. am i wrong?

I have exposed my problem, my questions are :

  • should i forget to put hairs in a multiplayers game if i want it realistic (good looking)?

  • what is the best method to make hairs for a multiplayers game?

  • is there an other method?

Yeah, i am worried about the final product.. hairs are kinda difficult to make and dont want spend time on it for nothing. But if it can be added, it would be great.

Thanks.

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avatar image tanoshimi · Nov 20, 2014 at 09:11 PM 0
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"I read on numerous forums that characters are usualy arround 30 000 polygons $$anonymous$$imal for games". That's maximum, not $$anonymous$$imum ;)

What platform is this for? High-end PC, or mobile?

avatar image Kael44 · Nov 20, 2014 at 09:22 PM 0
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The platform aimed is PC. Sorry i forgot to talk about it.

And no no, it was written "$$anonymous$$imum". But i did not say i believed what they have written. i have models of different games and its usualy not more than 20 000 polygons. Then i dont know and dont understand where they found these numbers..

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Answer by Kiwasi · Nov 20, 2014 at 09:30 PM

Bench mark on your target minimum spec platform. Its easy enough to build the right amount of GameObjects with the right amount of polygons and run a simulation. Keep increasing polygons and stuff till you find your limit, then work backwards to allocate your polygon 'budget' to the various effects.

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avatar image Kael44 · Nov 21, 2014 at 07:56 AM 0
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Yes i will, thank you.

But its better anyway to aim for the lowest polygons possible. I mean if you can make a character 10 000 polygons as good looking as the 30 000 polygons one, then you'll make the first one. Normal.

Your opinion about it, what is the method you will use to make hairstyle in a shooter game? "one block"? "planes"? .. with the planes method its not really the polygon budget the problem, but the amount of "objects" on my character. hairs made with the "planes" method have around 20-40 meshes.. it increases the draw calls in the scene.

Thats why i am asking if i should stick with this method or not if i want realistic hair, or should i use an other method? do you know multiplayers games with good hairstyles? do you know one block hairs good looking? etc..

avatar image Kiwasi · Nov 21, 2014 at 10:03 PM 0
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$$anonymous$$ost of is who hang around here are coders. For specific advice on art you could try the forums, or a site dedicated to 3D modelling.

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