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

But is it a waste of poly budget ? I mean from the number delsin may have a lot more polygons than Marius, but side by side he does not look more detailed. At least for the head.
 
Delsin's head: 60 000 polygons, beanie 7500 polygons.
Whole body maybe well over 100 000 ? His hands look really detailled so are the chains at his arm

The exact quote from vgleaks referred to triangles, but the image that ultragpu posted in the other thread used quads... So are we talking polygon ~= triangles or polygon = 2 triangles per quad (face...?), or... :?:
 
But is it a waste of poly budget ? I mean from the number delsin may have a lot more polygons than Marius, but side by side he does not look more detailed. At least for the head.

Seems like Delsin didnt get the same treatment as Marius post tris nerf. Seems like they have a lot wasted polys there.
Actually, while i could understand head being very high poly, i dont think Delsin body and outfit to be very high polys. There arent really many additional details on the outfit to bump up a polycount, especially in comparison to Ryse character or The Order.

And 7,5k for a beanie seems ridiculous, especially compared to for example Marius helmet, that not only has a lot additional details, but hair strains too or other characters, like goddess hood for example, which definitely do not have more than 5-7k polys budget.
http://i3.minus.com/ifxgoAyWzhTxw.png
http://i4.minus.com/ibmfmDfLVuefnH.png
http://i2.minus.com/iMS9D458NYzHg.jpg
http://i5.minus.com/ib0JBuZkhdi3ai.png

I dont think vgleaks info is accurate.
 
Seems like Delsin didnt get the same treatment as Marius post tris nerf. Seems like they have a lot wasted polys there.
Actually, while i could understand head being very high poly, i dont think Delsin body and outfit to be very high polys. There arent really many additional details on the outfit to bump up a polycount, especially in comparison to Ryse character or The Order.

And 7,5k for a beanie seems ridiculous, especially compared to for example Marius helmet, that not only has a lot additional details, but hair strains too or other characters, like goddess hood for example, which definitely do not have more than 5-7k polys budget.
http://i3.minus.com/ifxgoAyWzhTxw.png
http://i4.minus.com/ibmfmDfLVuefnH.png
http://i2.minus.com/iMS9D458NYzHg.jpg
http://i5.minus.com/ib0JBuZkhdi3ai.png

I dont think vgleaks info is accurate.

probably not, the beanie could be 15k, with good mapping. 15k can be very shapely for small objects. of course though since the geometry looks pretty good it's hard to really counter the figures.
 
Can anyone find those images of different polygon densities for diferent car LODs in Forza 4 [it was an engine block of some Ferrari], or similar for Forza 5?
 
Can anyone find those images of different polygon densities for diferent car LODs in Forza 4 [it was an engine block of some Ferrari], or similar for Forza 5?


This might be what you're looking for. (ignore the music.) you should type in Forza Studio 4.1. if you want to see more car meshes from the game.

At the bottom left screen reads the word "faces". That should be the figures you're looking for.


Faces, triangles, and polygons roughly translates to the same measurement. Quads on the other hand usually translates to a lesser number because it's measuring four vertex points instead of three to represent a single face. 2 Triangles = 1 Quad.
 
sorry for posting late. I've been occupied with lots of stuff. Rachel and Christie i believe are both above 30,000 polygons each depending on outfits, as are most of the characters. i'll have to check that when i can.

Polygon Numbers For Two Games.

BlackDesert Online - Hyeon 34,720 polygons
Watch Dogs (PC Version Used) - Aiden Pearce 64,769 polygons

------------------------------------------------------

Apart from all the criticisms of watch dogs, In my opinion the polygon models seem to have not taken a hit. art assets probably changed since E3 2012, lighting and shaders probably did as well but the models seem to have just as much geometry as they did before. This is pretty high for a sandbox game none the less; with the amount of characters and vehicles on screen that this game has.

can't wait to see how other Ubisoft games will turn out in the years to come.
 
sorry for posting late. I've been occupied with lots of stuff. Rachel and Christie i believe are both above 30,000 polygons each depending on outfits, as are most of the characters. i'll have to check that when i can.

No Probs Mr Cops and rappers.Please take your time.

I was just curious about the polycounts of this model/costume for Christie:
http://static.giantbomb.com/uploads/original/11/112562/2378275-dead_or_alive_5_costume_dlc.png

And these 2 for Rachel:
http://img2.wikia.nocookie.net/__cb20130905004432/deadoralive/images/4/4a/DOA5U_Rachel_C1.jpg

http://fc06.deviantart.net/fs70/f/2013/283/e/7/bombshell_rachel_by_doafanboi-d6pziov.jpg



The last one is DLC: http://img1.wikia.nocookie.net/__cb...images/7/72/DOA5U_Rachel_Halloween_Screen.jpg


Also, when you guys were checking the polycounts for the DOA 5 and Virtua Fighter 5 characters, do you guys have any ideas as to, how many "Bones," were used for an individual character?


Also,Thanks for the info on the Watch Dogs character Aiden Pearce.
Wow!
Aiden Pearce 64,769 polygons?
Wooah!! I would have never believed it would have been that high for the PC version. Lol!
 
No Probs Mr Cops and rappers.Please take your time.

I was just curious about the polycounts of this model/costume for Christie:
http://static.giantbomb.com/uploads/original/11/112562/2378275-dead_or_alive_5_costume_dlc.png

And these 2 for Rachel:
http://img2.wikia.nocookie.net/__cb20130905004432/deadoralive/images/4/4a/DOA5U_Rachel_C1.jpg

http://fc06.deviantart.net/fs70/f/2013/283/e/7/bombshell_rachel_by_doafanboi-d6pziov.jpg



The last one is DLC: http://img1.wikia.nocookie.net/__cb...images/7/72/DOA5U_Rachel_Halloween_Screen.jpg


Also, when you guys were checking the polycounts for the DOA 5 and Virtua Fighter 5 characters, do you guys have any ideas as to, how many "Bones," were used for an individual character?


Also,Thanks for the info on the Watch Dogs character Aiden Pearce.
Wow!
Aiden Pearce 64,769 polygons?
Wooah!! I would have never believed it would have been that high for the PC version. Lol!

I see the Halloween costume for Rachel is basically a Witchblade costume...
 
Possibly.... probably. XD

It also appeared in Ninja Gaiden 2 Sigma Plus (Vita). :p I assume it's supposed to allude to her being a "fiend" (demons in Ninja Gaiden).
 
I managed to find only two of the three outfits For DOA5.

Polygon Numbers For Dead Or Alive 5.

Dead Or Alive 5 - Christie (Dominatrix Outfit) 59,967 polygons
Dead Or Alive 5 - Rachel (Default outfit) 46,152 polygons

The same old "Straps, Buttons, Zippers, and Laces", All the Trappings are modeled on Dead or Alive 5 And Ninja Gaiden 3's main characters.


-------------------------------------------------------------------------------------------------------

Also,Thanks for the info on the Watch Dogs character Aiden Pearce.
Wow!
Aiden Pearce 64,769 polygons?
Wooah!! I would have never believed it would have been that high for the PC version. Lol!

Yeah. Here's some more pictures. everything is pretty well modeled.

e17w4o.jpg

s0y2km.jpg

ra6u1f.jpg

http://oi58.tinypic.com/103uec3.jpg


The High resolution LOD applies to gameplay as well On PC. But it's hard to see using gameplay angles.

mkuiqx.jpg

2euieip.jpg

3323sp0.jpg



Unfortunately I'm Unable to check if the current gen versions are done in two LODs during all aspects of gameplay. Regardless of it, The High resolution model can be found in the current gen consoles too.
 
I wish I could tell you a fun little thing about the Aiden model, but I'd rather not risk it...
 
It's odd but the Aiden model falls into the uncanny valley for me with my feeling that he looked a bit 'off' in a way I haven't experienced with games before. It's a crazy high quality model but is this something that will start to impact games as we get to situations where we have enough power to render a model that's almost too good?

I'm wondering if the upcoming The Last Of Us remaster will suffer from this also. Naughty Dog have apparently used the high LOD cutscene models for Joel and Ellie as the in game models now. Without the fine control over exposure, lighting, etc that they have in cutscenes can these very high quality models damage immersion? I'm buying it anyway so I guess I'll find out soon enough.
 
but they do have fine control over exposure and lighting, that's what they were testing them for and why they redid the engine to include global illumination
 
Back
Top