COLOPL has published the character model specifications for the mobile game 『異世界∞異世界』. To balance quality and production scalability, the article details specific production rules for polygon counts, bone structures and normal processing.
The game is scheduled to end service in April 2026. As an operated mobile game, it is designed to render a single unit containing multiple characters and weapons. An article introducing the character model specifications has been published on the official note account, explaining in detail the workflow and technical specifications presented by a 3D character artist.
Character models are designed around a baseline of 20,000–40,000 polygons, with the upper limit for a single unit set at 50,000 polygons. Using the full 40,000 polygons for an individual character can make differences in form from other characters more noticeable, so the practical design guideline is to keep each character within 30,000 polygons.
The production policy is to create every character with unique bones. Models are designed with 100–150 bones per character and no more than 250 bones per unit. To reproduce the individuality of diverse characters, the specifications avoid reusing motion data and allow bones to be added flexibly.
Normal-processing rules have been adopted to reduce the workload in subsequent processes. The approach combines smooth normal transfer from a separate mesh with a method that points the normals in the front-facing area of the face directly forward, prioritising stability over fine-grained detail in the rendering and reducing the burden on downstream work. The main article is an excerpt from note, while the original source also covers other topics, including textures and vertex colours.