If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.
![]() |
|
|
#51 |
|
Member
Join Date: Nov 2005
Posts: 809
|
...Dreamcast Resident Evil Code: Veronica main characters were 5k-7k polygons each, there faces alone contained over 2k polygons.
|
|
|
|
|
|
#52 |
|
Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,387
|
This thread got me inspired to look more into some games.
Oblivion, male - 7004 vertices for the body alone and with full armor (no shield or sword, Elven set) - 15597 vertices Goblin body - 7540 vertices Bear - 4902 Dog - 4883
__________________
"If you told me that if I ate a kilo of shit I would put on a pound of muscles, I would do it." -Arnold Schwarzenegger Last edited by Neb; 03-Sep-2007 at 04:56. |
|
|
|
|
|
#53 | |
|
Member
Join Date: Nov 2005
Posts: 809
|
Rogue Leader Chat
Quote:
|
|
|
|
|
|
|
#54 | ||
|
Senior Member
Join Date: Oct 2002
Posts: 2,833
|
Virtua Fighter polygon numbers were previously discussed on this forum.
Virtua Fighter 5 http://forum.beyond3d.com/showthread.php?p=860210 Quote:
http://forum.beyond3d.com/showthread.php?t=4451 Quote:
|
||
|
|
|
|
|
#55 | |
|
Member
Join Date: Nov 2005
Posts: 809
|
Mass Effect Faqs
Quote:
|
|
|
|
|
|
|
#56 |
|
member
Join Date: Feb 2002
Posts: 7,677
|
It certainly doesn't look like it's that many polygons in the game; maybe it's the number for the source models that'll undergo the LOD calculations...
__________________
My opinions do not represent that of my employer blah blah etc. |
|
|
|
|
|
#57 | |
|
Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,714
|
A quote from EDGE on B3D about the PGR3 bridges:
Quote:
__________________
"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
|
|
|
|
|
|
#58 | |
|
Senior Member
Join Date: Feb 2002
Posts: 2,769
|
Quote:
130M for 16x16km gives you roughly 1.4Meters per polygon. Which is pretty great resolution for 256KM^2, but it won't exactly give in to scrutiny when on foot at human scale. Then again the game is mostly not played from that perspective. I mentioned this in regards to techniques like megatexturing too, when you scale unique data to large worlds, sizes for any kind of real detail quickly become obscenely high.
__________________
"I see Subversion as being the most pointless project ever started." Linus Torvalds |
|
|
|
|
|
|
#59 | |
|
Senior Member
|
Quote:
__________________
"Any idea worth a damn is already patented... twice" -Mfa |
|
|
|
|
|
|
#60 | |
|
member
Join Date: Feb 2002
Posts: 7,677
|
Yeah, that certainly doesn't look like a 150K polygon dragon...
Quote:
__________________
My opinions do not represent that of my employer blah blah etc. |
|
|
|
|
|
|
#61 |
|
member
Join Date: Feb 2002
Posts: 7,677
|
For 1 texel per centimeter, a 128K*128K texture gives you 1.3 * 1.3 km, so id probably has about 1 texel per inch or so which is 3.2 * 3.2 km. Still not that big for wondering around in a wasteland using a car... though if they can make the levels non-square, they can get more out of the megatexture.
__________________
My opinions do not represent that of my employer blah blah etc. |
|
|
|
|
|
#62 | |
|
Senior Member
|
Quote:
256K * 256K ? Larger ? Sure at that point there are other questions you ask yourself... is it worth the time wasted to create it, author it, and the space used to store it ? It depends on what you are tying to achieve. I'd be interesting to hear from id how much time would it take them to go from scratch and build a 256K * 256K Mega Texture (including all the time spent in the various tools until it reaches its final compressed form) though and how big it would be.
__________________
"Any idea worth a damn is already patented... twice" -Mfa |
|
|
|
|
|
|
#63 | |
|
B3D Shockwave Rider
Join Date: Feb 2002
Posts: 1,811
|
The Codemasters Neon engine powered Operation Flashpoint 2 might have hand grenades modeled at over 5,000 polygons.
Quote:
The visual fidelity is incredibly stunning for Operation Flashpoint 2. http://farm1.static.flickr.com/194/4...d9c1e7a9_o.jpg
__________________
When God plays an online shooter he plays Shadowrun. He buys resurrection first round and selects Dwarf. www.shadowrunshow.com |
|
|
|
|
|
|
#64 | ||
|
Member
Join Date: Nov 2005
Posts: 809
|
Mortal Kombat 4 (Zeus Arcade Hardware)
Quote:
Quote:
|
||
|
|
|
|
|
#65 | |
|
Senior Member
Join Date: Jan 2007
Posts: 1,221
|
Quote:
I find it amazing that Leon has more polygons than most of the characters in Half Life 2! I mean, I thought the characters in HL2 looks better than RE4! Does anyone have the stats for SSBM? Also, any numbers for the more technically advanced Wii games (meaning non-PS2 ports)? I'm very curious about the characters in Red Steel, Mario Galaxy, and Brawl. I recall reading from Epic's site that their characters in Unreal 3 are only made of 5000 polygons with specular and normal maps to give them the incredible amount of detail. http://www.unrealtechnology.com/html...ogy/ue30.shtml |
|
|
|
|
|
|
#66 | |
|
Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,387
|
Quote:
I could check it out in XSI or perhaps not. About RE4, I wonder what the non key characters polygon count are since in most games they are lower than main character and key characters.
__________________
"If you told me that if I ate a kilo of shit I would put on a pound of muscles, I would do it." -Arnold Schwarzenegger |
|
|
|
|
|
|
#67 |
|
Senior Member
Join Date: Jan 2007
Posts: 1,221
|
I heard the regular enemies are made of around 5000 polygons. It was straight from Capcom's mouth. It was around the time when they were talking about porting the game to the PS2.
I wonder how many were used on the El Gigante creature as well. That sucker was huge. |
|
|
|
|
|
#68 | |||
|
Registered
Join Date: Jul 2005
Posts: 2
|
Deathrow (SouthEnd Interactive / UbiSoft, Xbox)
Quote:
Quote:
Kingdom Under Fire : The Crusaders (Phantagram / Microsoft Game Studios, Xbox) heroes (main characters): 10000 polygons other characters: 3000 - 4000 polygons http://www.kuftc.com/eng/Game/feature.asp The canned Boss Game Studios game (Xbox) Quote:
|
|||
|
|
|
|
|
#69 |
|
Member
|
I think I'm most amazed that Mario in Super Mario Sunshine is only 1500 polys. That was the figure given for the highest LOD model in Super Mario 64! It's astounding how much better modeling got with skinning.
__________________
Submit to Donimation, Global Donimation. |
|
|
|
|
|
#70 |
|
Member
Join Date: May 2002
Location: France
Posts: 914
|
Gant bridge in GTASA - 16000 polygons LODs mesh included
![]() Locust in UE3 demo - 5287 polygons (source model for normal map - 2M polygons) http://upsilandre.free.fr/images/cha..._creation2.jpg http://upsilandre.free.fr/images/cha..._creation3.jpg Daxter evolution Last edited by Quaz51; 06-Sep-2007 at 11:49. |
|
|
|
|
|
#71 | |
|
Senior Member
Join Date: Feb 2002
Posts: 2,769
|
Quote:
But yea, the world likely isn't square, but on the other hand, it also isn't flat(or heightmapped terrain), so total surface area could be considerably larger then the bounding rectangle would suggest. Anyway, back on topic, I guess I can add this to the mix: DTRacer (PS2, 2005) Cars : Base mesh ~12k poly (max LOD) Volume Shadow mesh 4-5k Vert (dynamic shadows are not stored as actual polygons, hence vertex count) Stages: ~200k polys IIRC Deano knows SH2 polycounts, maybe he can contribute that? I remember some high poly boss he mentioned once...
__________________
"I see Subversion as being the most pointless project ever started." Linus Torvalds |
|
|
|
|
|
|
#72 |
|
Senior Member
Join Date: May 2002
Posts: 4,310
|
I dunno if anyone can find some data for this, but I always wanted to know how many polys were used in this offline rendered Samus model from Spaceworld 2000:
![]() has to be more than the Samus models used in Metroid Prime 1 & 2 on Gamecube and even the just-released Prime 3 on Wii. |
|
|
|
|
|
#73 |
|
Naughty Boy!
Join Date: Dec 2006
Posts: 817
|
You are aware that the Locusts are characters in Gears of War right? BTW posting huge pictures are not allowed.
Last edited by Capeta; 06-Sep-2007 at 13:05. |
|
|
|
|
|
#74 |
|
member
Join Date: Feb 2002
Posts: 7,677
|
Yeah, but the actual models used in the game look quite different from the version they've used for the first UE3 demonstration. Makes sense to differentiate between the two.
__________________
My opinions do not represent that of my employer blah blah etc. |
|
|
|
|
|
#75 | |
|
Naughty Boy!
Join Date: Dec 2006
Posts: 817
|
Quote:
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 Last edited by Capeta; 06-Sep-2007 at 12:25. |
|
|
|
|
![]() |
| Tags |
| 1 million polygons |
| Thread Tools | |
| Display Modes | |
|
|