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Forums - Sony - Naughty Dog Working On Next Gen Game With “Million Poly Character Models”!?

'make game ready' surely referes to the act of re-topologizing zbrush/mudbox models exported into Max/Maya/XSI into far less geometry in order to use it in the game engine. The model then has the normal/displacement maps applied combined with tesselation to create a model that looks similar to the ultra-high end digital sculpture.



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Aj_habfan said:
I read that Dead or Alive on the original xbox had 15,000 per character, while GTA IV's characters weren't over 10,000 - So it can be a very misleading figure on its own.

Yeah...well that's Dead or Alive, they need high poly character models. It shows too, GTAIV's character models were pretty awful.



If the average character model next-gen looked as detailed as kratos in GoW3, i'd be happy. I'm guessing we'll be seeing 150,000 Polygon characters in the high end games next gen which i personally would really like to see.



4 ≈ One

Like everyone else is saying I doubt the the actual models will be 1Mil Poly count. More like 150'000 or so cut still that is quite an accomplishment.



NintendoPie said:
MARCUSDJACKSON said:
sounds expensive.

Seriously XD

nope. i forgot to add lol.



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zarx said:
MARCUSDJACKSON said:
sounds expensive.


Meh most studios zBrush to digitally sculpt models which are 10s of millions of polygons which are then "optomised" into the ~5-15k average model you see in game. With the extra detail baked into a normal/bump map to give you the illusion of extra detail.

so awesome



zarx said:
Slimebeast said:

Okay, that explains the proportions very well.

A question on Tesselation in next gen games. Can they put different levels of tesselation like with AA and AF or is tesselation just an "on" or "off" function? Like in the Unigine demo I hate the extreme level of tesselation on the rocks on the pavement, it's totally unrealistic and looks stupid with heavy tesselation like that.

http://www.youtube.com/watch?v=bkKtY2G3FbU

http://www.youtube.com/watch?v=DJ69oChXH5g&feature=related

Lets put it this way that Haven demo has a slider to adjust the level of tessellation in real time lol, most people crank it up to max so the difference is more pronounced. One of the main advantages is you can scale it in real time so closer you get more detail is added etc, of course on consoles it will be up to the developer to set the level of tesselation etc but I doubt they will go to the extreams that certain tech demos do as they will be trying to maintain realism or keep to their art style the huge displacement seen on the roads in heaven are very unlike to be seen in actual games.

Of course there are other uses for tesselation as well not just adding detail to models or enviroments it can also be used for effects like smoke and water and also for things like realtime deformation for much more realistic destruction, like for example you could use tesselation to make realistic craters in the ground etc, it really very cool technology.

This is one of my personal favorite DX11 tessellation demos, http://www.youtube.com/watch?v=LzULTgyn-3U, I can't wait for games to start utalising things like this the possibilities are endless. 

Okay, good.

That alien demo surely must have utalized some other new techniques rather than just tesselation? Tesselation doesn't provide character models with organs and skeletons and stuff right?



Millenium said:
Kai Master said:
If they could start at least using real 1080p on games before adding polys...



This, good res and AA are most important for right now as well as proper textures.

And constant 60 FPS.



i thought PS2 was supposed to bring us Pixar grafix....



    R.I.P Mr Iwata :'(

Is this possible?