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Forums - Gaming - Polygon Count: Which games characters have the most?

okay this thread is for people to find out how many polygons their favorite games characters have?

you can post any game youd like, and say how many polygons the MAIN character has.

and of course you have to have a source for your claim.

the games im most interested in are:

MAIN CHARACTER POLYGON COUNT

Killzone 2 (SEV) -  ~16,5000 polys  http://www.pixologic.com/interview/killzone3/6/

Killzone 3 (SEV) - 16,500 polys     http://www.pixologic.com/interview/killzone3/6/

 

Uncharted 1 (NATHAN)- 30,000 polys

Uncharted 2 (NATHAN)- 35,000 polys      http://www.gamespot.com/forums/topic/27066622

God of War 3- (KRATOS)20,000 polys     http://www.eurogamer.net/articles/the-making-of-god-of-war-iii

Gears of War 1- (MARCUS) 15,000 polys

Gears of War 2

Crysis 2 (consoles)

so if any anybody knows the answers to those games and have sources to back it up i will add them.

edit: i have found sources for a few of them. but if you think my numbers are wrong, please dont hesitate to prove me wrong.



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trasharmdsister12 said:

The link you provided for the God of War 3 polygon count says that Drake in Uncharted 2 is comprised of 35k. But I do recall Naughty Dog claiming 80k on character models. Who knows?

Did a quick Google search and found this. http://forum.beyond3d.com/showthread.php?t=43975


yeah when i read the god of war source again i saw that, but then i have a quote from naughty dog saying its 80,000.

i may change it if, i got more sources saying one way or another.



osamanobama said:
trasharmdsister12 said:

The link you provided for the God of War 3 polygon count says that Drake in Uncharted 2 is comprised of 35k. But I do recall Naughty Dog claiming 80k on character models. Who knows?

Did a quick Google search and found this. http://forum.beyond3d.com/showthread.php?t=43975


yeah when i read the god of war source again i saw that, but then i have a quote from naughty dog saying its 80,000.

i may change it if, i got more sources saying one way or another.

It's probably the cutscene model that has 80,000 polygons, while the game model has half that.  Mind you both models look nearly identicle.



i thought Kratos had more polys than drake..



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Uncharted 2 uses 30,000 polygon models outside of pre-rendered scenes

http://1.bp.blogspot.com/_CcB1MdhiIpI/SrQKX3FvoxI/AAAAAAAAACs/mtHaFn4Il_o/s1600-h/DSCF1033b.JPG

also Killzone 3 uses ~40k polygon models for cutscenes ~10k ones in game 

http://www.pixologic.com/interview/killzone3/6/

 

and a list of older games

Gears of War, Xbox 360, 2006
Wretch - 10,000 polygons with diffuse, specular and normal maps 
Boomer - 11,000 polygons with diffuse, specular and normal maps 
Marcus - 15,000 polygons with diffuse, specular and normal maps 

GTA San Andreas, PS2, 2004 
Characters - 2,000 polygons with 1 256×256 8bit texture 
NPCs - 1,200 polygons with 1 256×128 8bit texture
Gant bridge - 16,000 polygons, includes LOD

Halflife 2, PC, 2004 
Alyx Vance - 8323 polygons 
Barney - 5922 polygons 
Combine Soldier - 4682 polygons 
Classic Headcrab - 1690 polygons 
SMG - 2854 polygons (with arms) 
Pistol - 2268 polygons (with arms) 

Halo, Xbox, 2001 
Masterchief - 2,000 polygons 

Metal Gear Solid 3: Snake Eater, Gamecube, 2005 (Small mistake here, it's not on GC but PS2)
Snake - 4,000 polygons 

Resident Evil 4, Gamecube, 2005 
Leon - 10,000 polygons 

Jak & Daxter, PS2, 2001
Jak - 4000 polygons

Jak II, PS2, 2003
Jak - 10,000 polygons*

Lost planet, X360/PC, 2007
Wayne - 12392 polygons (but finally 17765 polygons for compatibility with motion blur effect)
VS robot - 30-40,000 polygons
Background - ~500,000 polygons
Peak number of polygons per frame - ~ 3 million**

Dead Rising, X360, 2006
Peak number of polygons per frame - ~ 4 million**

The Legend of Zelda: The Wind Waker, GC, 2002
Link - 2800 polygons

The Legend of Zelda: Twilight Princess, GC/Wii, 2006
Link - 6900 polygons

Super Mario Sunshine, GC, 2002
Mario - 1500 polygons
Levels - ~ 60,000 polygons

Dead or Alive series, Xbox, 2001-2004
Character - ~10,000-15,000

Vitua Fighter 5, Arcade/PS3/X360, 2006
Character - ~40,000 with diffuse, specular and normal maps
Background - 100,000 - 300,000 polygons

Medal of Honour: Allied Assault, PC, 2002
Character - 4096 polygons

Project Gotham Racing 3, X360, 2005
Cars - 80,000-100,000 polygons (interior exterior), damages add between 10,000 and 20,000 more polygons per car
Brooklyn Bridge - 600,000 polygons (LOD might be included)
Manhattan Bridge - 1 million polygons (LOD might be included)

Gran Turismo 5: Prologue, PS3, 2007
Cars - 200,000 polygons (probably interior exterior)

Midnight Club, Xbox360/PS3, 2007
Cars - 100,000 polygons

Gran Turismo 3, PS2, 2001
Cars - ~2,000-4,000 polygons

Gran Turismo 4, PS2, 2004
Cars - ~2,000-5,000 polygons

Lair, PS3, 2007
Main dragon plus its rider - 150,000 polygons
16x16KM scene - 134M polygons (streamed into memory, not loaded at run time)

Deathrow, Xbox, 2002
Characters - up to 7,000 polygons - 55 bones - 1024x1024 textures on the bodies and 512x512 on the faces

Mortal Kombat Deadly Alliance, PS2/Xbox/GC, 2002
Characters - ~7,000-10,000

Mortal Kombat 4, Zeus Arcade Board, 1997
Peak number of polygons per second - 1.2 million quad patches**

Mass Effect, X360, 2007
Sheppard armor weapons - ~20,000-25,000 polygons

Virtua Fighter 4, Naomi 2, 2001
Jacky - 14,000 polygons 

Virtua Fighter 4, PS2, 2002
Jacky - 7,000 polygons

V-Rally 3, PS2, 2002
Vehicles - 15,000-16,000 polygons (Might count multi-passes)
Stages - 500,000 polygons

Kingdom Under Fire : The Crusaders, Xbox, 2004
Main characters - 10,000 polygons
Characters - 3,000–4,000 polygons

Axel Impact/DTRacer, PS2, 2003/2005
Cars - Base mesh ~12,000 polygons (max LOD)
Volume Shadow mesh - 4,000-5,000 Vert (dynamic shadows are not stored as actual polygons, hence vertex count)
Stages - ~200k polygons

Canned Boss Game Studios game, Xbox, 2002
Cars - 25000 polygons (highest LOD) - 4 textures/poly, Base texture, Reflection map, a texture used to compute a fresnel term, Shadow map, Specular highlight (encoded in the alpha channel of the reflection map)
Backgrounds - 2 or in some cases 3 textures/poly
Peak number of polygons per second - 30M polygons**

Half-Life, PC, 1998
Zombie - 844 polygons
High Definition pack Zombie- 1700 polygons

Half-Life, Dreamcast, 2000-2001 (Canned)
Zombie - 1649 polygons

Half-Life, PS2, 2001
Zombie - 2822 (Highest LOD) 

Uncharted: Drake's Fortune, PS3, 2007
Main characters - ~20,000-30,000 polygons
Drake - ~30,000 polygons
Pirates - ~12,000-15,000 polygons

Crysis, PC, 2007
Nano-suit character - 67,000 polygons (uncertain whether it's an in-game model or not)*
Characters' heads - ~2500-3000 polygons 
Characters' bodies - ~5000 polygons

http://forum.beyond3d.com/showthread.php?t=43975



@TheVoxelman on twitter

Check out my hype threads: Cyberpunk, and The Witcher 3!

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polygon count doesn't that much when it comes to graphics, just so everyone knows.



radiantshadow92 said:

polygon count doesn't that much when it comes to graphics, just so everyone knows.

for most games it goes textures - polycount - effects

tho some game rely more heavaly on different areas and effects are becoming more important 

But to say poly counts don't matter much is wrong 



@TheVoxelman on twitter

Check out my hype threads: Cyberpunk, and The Witcher 3!

zarx said:
radiantshadow92 said:

polygon count doesn't that much when it comes to graphics, just so everyone knows.

for most games it goes textures - polycount - effects

tho some game rely more heavaly on different areas and effects are becoming more important 

But to say poly counts don't matter much is wrong 

 THe poly count is what is used to just add in extra detail by shaping the character models. The more you have, the more detail you are able to sculp in. However, i can make a square have 30 million polygons but it wouldn't matter. Because i just didn't utilize the polygons at all. I just left them there. I would know, i took entry level character modeling class and what matters is how you use the polygons. Just having a lot doesn't matter much.



I am learning WebGL which is the Web verison of Opengl (competitior to DirectX)  and its interesting that GPU's can only produce triangles. hence Polygons are just triangles. 



Of Course That's Just My Opinion, I Could Be Wrong

radiantshadow92 said:
zarx said:
radiantshadow92 said:

polygon count doesn't that much when it comes to graphics, just so everyone knows.

for most games it goes textures - polycount - effects

tho some game rely more heavaly on different areas and effects are becoming more important 

But to say poly counts don't matter much is wrong 

 THe poly count is what is used to just add in extra detail by shaping the character models. The more you have, the more detail you are able to sculp in. However, i can make a square have 30 million polygons but it wouldn't matter. Because i just didn't utilize the polygons at all. I just left them there. I would know, i took entry level character modeling class and what matters is how you use the polygons. Just having a lot doesn't matter much.

wait how would a squere have 30 million polygons? it would only have 6

But yes a low poly model can look better than a high poly one but polycounts are still important 



@TheVoxelman on twitter

Check out my hype threads: Cyberpunk, and The Witcher 3!