jneul said:
read that thread again that was for uncharted 1, and you even got the first number wrong, just to show how owned you got a full mesh model of drake here from uncharted 1 |
Uh, actaully that thread is just a general poly-count thread for all games.
Did you even read what he said?
Some Uncharted 2 lovin'
http://www.zbrushcentral.com/showthr...5&page=1&pp=15
Edit: and some relatively exact poly counts from Rich Diamant, lead character artist:
the wigs ranged a bit dependent on the character.. Drake's hair is around 4k tri's.. chloe's is around the same..
our lod's were originally hand modeled.. it was annoying.. we then went with an automatic PM solution which is what you see in game.. Drake however never gets LOD.. except for multiplayer.. but single player is the high resolution model the whole time.. same model that is in the cinematics.
the models ranged a bit as well.. drake was around 37k .. chloe was at 45k at her highest... each level of LOD was cut in half with 3 different levels. lowest being around 2500 poly's..
if any of you guys will be at GDC i'm doing a talk which will cover a lot of that..
sometimes I would texture the high poly before going onto the low poly.. however, this time around I tried a slightly different approach of sampling first, then texturing the low poly.. it works pretty well.. however, it makes it harder when big changes happen or when you need to show off the work.. I think next time around I will stick with doing everything on the high and transferring to the low..
Want to explain to me how those figures are for Uncharted 1 when he references multiplayer and Chloe which didn't show up until Uncharted 2?