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Forums - Gaming - Number of polygons used on characters, vehicles and environments

HoloDust said:
Mazty said:

The thing that bugs me about zbrush is just how quick the pros can use it. Some of those models may have been kicked up within a day which really puts the finger up to the people crying that good graphics cost too much.

"Depends on the complexity of the character, but nowadays as an average it takes around 30 days for a main character including modeling (zbrush included) , texturing and shading."

http://www.zbrushcentral.com/showthread.php?171132-Blur-Studio-Farcry-3-Cinematic-Character-Art

The issue here I think is that they aren't hiring the cream of the crop to work for them:

[youtube]http://www.youtube.com/watch?v=78n0k7EJHWg[/youtube]



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Mazty said:

The thing is having a high polycount isn't always a good thing. For example it's been a widely used trick for years now that in 3ds max (a professional 3d render program) that you only have as many polygons as is required. For example, the lecture I saw stated that there is no point in having a 1000 polygon teapot, and one that is made up of only 30 if the viewing distance is greater then 20 meters as you won't be able to perceive the difference. Therefore many scenes are rendered with the optimal amount of polygons in hollywood animation as this saves on time (and therefore cost) and the end result is not percievably different.  Tesselation simply does this on the fly. Gunning for high polycount regardless of the scene isn't a goal anyone should, or actually does, aim for. 

I think you need to step back and ask just how many polygons you actually want to see. The fact that particle effects (not polygons I know) are reaching over 1 million particles, while having tesselation available, really is quite remarkable:

How many triangles is that? Same with this one:

as I said Tesselation is much more flexable and often a far better answer than just having super complex models. It's more the technological "cool factor" that makes me want to see a native million+ poly character model in an actual game rather than a practical need for that level of detail.

As for your examples I would say the predator is probably in the region of 30-50k polys and the Alien is around 200k, at a guess.

Edit: Ok found a source http://www.hardocp.com/article/2010/03/21/aliens_vs_predator_gameplay_performance_iq/8 Xenomorphs are 18k poly models and have a tessellation factor of up to 10 so around 180k.



@TheVoxelman on twitter

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

zarx said:

as I said Tesselation is much more flexable and often a far better answer than just having super complex models. It's more the technological "cool factor" that makes me want to see a native million+ poly character model in an actual game rather than a practical need for that level of detail.

As for your examples I would say the preditor is probably in the reigon of 30-50k polys and the Alien is around 200k, at a guess.

Tbh I think within 2 years/true next gen games (on pc maxed out) you'll start seeing 500k poly models. The fact that the high end gpus just laugh 1080p resolutions off and have to hop into a triple screen environment to start breaking a sweat is promising that the power for high poly models is out there - we just need the game that'll make these cards hit their limits. 

I'm a bit more stoked about what will be done with the volume of particles seen in the elemental demo. Even the lamest kiddy spell game could look mind-blowing if done right. 



Mazty said:
zarx said:

as I said Tesselation is much more flexable and often a far better answer than just having super complex models. It's more the technological "cool factor" that makes me want to see a native million+ poly character model in an actual game rather than a practical need for that level of detail.

As for your examples I would say the preditor is probably in the reigon of 30-50k polys and the Alien is around 200k, at a guess.

Tbh I think within 2 years/true next gen games (on pc maxed out) you'll start seeing 500k poly models. The fact that the high end gpus just laugh 1080p resolutions off and have to hop into a triple screen environment to start breaking a sweat is promising that the power for high poly models is out there - we just need the game that'll make these cards hit their limits. 

I'm a bit more stoked about what will be done with the volume of particles seen in the elemental demo. Even the lamest kiddy spell game could look mind-blowing if done right. 

Honestly there is not much point going over say 200k polys (And honestly 100k is more than enough for actual gameplay combined with great texture/shader work) on a charater model until higher DPI screens become standard.


 I always liked APEX turbulence, pitty that it's limited to Nvidia GPUs tho, I kinda wish that Epic hadn't intergrated PhysX and APEX stuff so tightly into UE4. As if AMD needed another nail in their coffin. Tho I guess this may mean we actually get to see some of the tech i actual games in the future.

A 3 year old demo of the tech with 500k particles



@TheVoxelman on twitter

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

Pretty interesting. I'd love more Wii examples -- Mario Galaxy, Skyward Sword, Xenoblade. The Metroid Prime 3 numbers are especially interesting. Samus had more polygons than John Marston in Red Dead Redemption!



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Forza Horizon

Horizon world - 14,123,106 polygons


Holy shit.



ironmanDX said:
Forza Horizon

Horizon world - 14,123,106 polygons


Holy shit.

That's what the full world have... the game just render what is showed in the screen... way way way less.

The all Forza Horizon world extracted with official tools.

You can't see that all in-game.



Rogue Squadron II: Rogue Leader - GC:

X-Wing - 30,000 polygons.
X-Wing Pilots - 4,000 polygons.
Hangar character and other NPC's - 8,000 polygons.
Other ships range between 29,000 and 34,000 polygons.
TIE Fighters - 3,000 polygons.
Star Destroyer - 130,000 polygons.
AT-AT - 13,000 polygons.



The rEVOLution is not being televised

ethomaz said:

PaladinLament said:

No, that's the ingame model.

Yeap... I watched the video... 30k triangles.

But this software count says 8,488.

 

Or Square Enix is saying bs or they just use a better model before the output to screen... the final model is ~8k triangles.

If you have played any FF game, you would have noticed that every character has 2 models.  1 is the one you play with (less polygons) and the other is for important events during the game (more polygons).  So I bet the 30k poly character is for real time cinematics.



Mazty said:
HoloDust said:
Mazty said:

The thing that bugs me about zbrush is just how quick the pros can use it. Some of those models may have been kicked up within a day which really puts the finger up to the people crying that good graphics cost too much.

"Depends on the complexity of the character, but nowadays as an average it takes around 30 days for a main character including modeling (zbrush included) , texturing and shading."

http://www.zbrushcentral.com/showthread.php?171132-Blur-Studio-Farcry-3-Cinematic-Character-Art

The issue here I think is that they aren't hiring the cream of the crop to work for them:

[youtube]http://www.youtube.com/watch?v=78n0k7EJHWg[/youtube]


Not bad Orc, though I wouldn't say anywhere near characters from FarCry 3. Of course, that 30 days number is, as he said,  with all the texturing and shading, not just modeling, and for main characters only. And I wouldn't say those people are just some random folks picked up directly from classrooms. I've seen lot of excellent work from lot of talented people on ZBrushCentral, and best of them take quite some time to make something that stands out.

As for cream of the crop, I wonder how much we will wait to see (if ever) things like this in games:

http://r31v44.wix.com/portfolio#!portfolio/c1han