Bofferbrauer2 said:
On the quoted post you where just talking about ONE X and Pro, so I just talked about them. Texel was a typo, I meant triangles, or polygons if you prefer. What I meant with the vegetation is that the character models don't get changed between low and high settings (maybe on ultra they do, but not always), just their textures do. To save on polygons there will instead be less grass or other vegetation or their models are simplified. At least that's what I got the last time I asked a modeler (about 2 years ago) |
Ah ok, yeah that makes sense in relation to the X and Pro. Vegetation absolutely does not need more polygons than character models. A good character model will be over 3k polygons (four sided until the game engine splits them up into tris, which doubles the count) even in the PS3/360 era. Up until last gen, trees, grass, and other vegetation was mostly comprised of alphamaps (Flat 1 dimensional polygons with a double sided texture). In a game engine vegetation usually doesn't take up much processing power, because from a distance the models are low poly, and up close they are rarely high poly. When making art for your game vegetation doesn't take long because you just have to make three or four trees, and then let whatever program you are using copy them 5,000 times. The same thing goes for grass and flowers.
TL/DR: Vegetation is a breeze, and the thing you make the new hire do. Character models are the thing you put your veteran modeler on.







