"Yes, but how many polygons?" An artist blog entry with interesting numbers

Eager to know the numbers on Last of Us and Beyond character models, everything just look so rounded all the way down to fingers even.
 
I've updated the Nariko pic with this one, since i had the time. (btw her numbers are correct.)

Curious about the LA Noir characters. Is it possible to get them?

I believe they're somewhere around 7,000 polygons....recordings with wrinkle maps was the key to their facial animations.
they were also the reason why the game took up so much space.


none of the characters have modeled eyes and mouth in terms of polygons.
http://www.firingsquad.com/games/LA_Noire_PC_Review/images/01.jpg


with that being said, XNALARA use to have the in game models
http://oi45.tinypic.com/11r7nv8.jpg

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more numbers of polygons to add to the list of assorted games

Read dead redemption- John marston 14,980 polygons
Read dead redemption- John marston (DeadlyAssassin) 13,362 polygons
Final Fantasy XIII-2 Caius 8,002 polygons
Unreal Tournament III- Reaper 25,168 polygons
Far cry 3- Vaas 19,369 polygons
Dead or alive 5- Leifang 32,497 polygons


that's all for now. :)
 
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recordings with wrinkle maps was the key to their facial animations.

Actually there are no separate wrinkle maps, as used in Uncharted or Mass Effect.

The textures are constantly animated (don't know if it's 15 or 20 or 30 fps) both for the color and the normal channel. Also there seems to be no spec or gloss channels or SSS at all.

The tech seems to be a dead end though, considering how much better both Halo 4 and Last of Us characters look... Although I'm not sure if LoU uses face capture tech at all.
Oh and Beyond is your standard optical mocap + joints system, not nearly as complex as Halo 4.
 
You can see in a 'making of' feature that Halo 4 uses blendshapes for the facial animation - there are lots of little head models placed near each other.
http://www.youtube.com/watch?feature=player_detailpage&v=A3KLtf8DzCU#t=504s

There's also a very complex solver to process the 2D marker data tracked from the face camera, and translate it into individual weight values for the blendshapes. This was apparently written by Corinne Yu herself (check her twitter, when she's talking with Carmack about covariance - that's the solver stuff).

They also must have some blended normal maps to augment the blendshapes because the mesh resolution isn't enough for skin wrinkles and folds.


Beyond just uses the 3D marker translation data captured using the regular Vicon mocap along with the body movement, to drive the joints in the face rig directly. They may apply some level of retargeting, but using the faces of the actors for the ingame characters reduces the need for that. They can also add some additional, automatic joint animation to try to fit eyelids onto eyeballs properly, keep the volume of the lips etc. But this is a more simple and traditional system and the results improved beyond Heavy Rain mostly because of better or more experienced artists IMHO.


LA Noire had practically no manual work, just a complex capture system to get the source data, a lot of processing to compress it to manageable datasets, and a streaming system to basically replay the exact performance of the actor. Very little manual work but lots of problems.

Compared to this, Both Halo4's and Beyond's system is much more flexible and practical - you can record body and facial performance at the same time, in complete sync. But you can also re-record the voice later, and you can use the data to drive any kind of character; both Cortana's and Lasky's face looks different than the actors, Cortana and Palmer are re-dubbed, and of course
Keith Szarabajka isn't as ugly as the Didact either
;) It might also be cheaper on top of it all.
 
Actually there are no separate wrinkle maps, as used in Uncharted or Mass Effect.

The textures are constantly animated (don't know if it's 15 or 20 or 30 fps) both for the color and the normal channel. Also there seems to be no spec or gloss channels or SSS at all.

The tech seems to be a dead end though, considering how much better both Halo 4 and Last of Us characters look

hmmmm, interesting. yeah it's defiantly not at all in the same league as halo 4 and last of us.....or even enslaved for that matter.

Oh and Beyond is your standard optical mocap + joints system, not nearly as complex as Halo 4.

from what i've seen it looks the same as usual, especially when you see quantum dream up close......makes me now wonder what the polygons numbers were for heavy rain. still looking for halo 4 details on polygon info, it's animations and detail are some of the best as a 1rst person shooter.

Do modellers care about continuity? Or did the DLC "outfit" really mean "skeleton-surgery", with the airbags a rather minor modification ... :rolleyes:

the air bags was one of joker's requests....with out them he would have gladly crashed the ship.... :smile2:, no, EDI's detail was always like that, the online community has a lot to do with DLC outfits and all those types of requests. Miranda of which has a few jobs done on her too.
 
Grayson's default is the suit he wears in the bulk of the game right?

Any idea which armour set Geralt is using?
 
Ok i found more outfits.....there's said to be at least over 30 total outfits in the game, and all of them are hard to locate the models. this particular costume is the same model of the Seltkirk Armor but with a different texture.
an other shot of it can be found here, i don't know the name of it though.

anyways, here is more
The Witcher 2 enhanced edition - Geralt (default, lightJacket) 26,091 polygons
The Witcher 2 enhanced edition - Geralt (BlueStripes) 31,021 polygons
The Witcher 2 enhanced edition - Geralt (basic outfit) 17,424 polygons
The Witcher 2 enhanced edition - Geralt (outfit 2) 26,088 polygons
The Witcher 2 enhanced edition - Triss Merigold 24,526 polygons
The Witcher 2 enhanced edition - Vernon Roche 17,496 polygons
and also
Bulletstorm - Victor 19,116 polygons


.........and that is all for today, will get to more later. :smile2:
 
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