How can you say the polycount is higher just by looking at the shading fidelity?
And looking at the contours of the face for both models i'd say the poly counts are very close if not identical which is rather impressive to say the least..
I'd dare sticking a number to it, and that is at least 10x the difference in polycount.
Hi guys,
I stumbled upon this thread when I was checking out the responses to my posting. I wanted to clear up any confusion here since I've noticed its been getting a bit heated at times.
so to answer your question, the new image is a render in mental ray. It is not an in game asset. It was made as a benchmark to see what we could achieve in real time. obviously you guys have seen the real time versions and will be seeing more soon.
The render uses the high res model made from scratch in zbrush. there was no scanning of a head or texture maps. The mesh is probably around 500k polys in the render. the in game version is no where near that. However, the in game version uses the same size maps as the render and is based off the same geometry obviously.
the fact that people are arguing I guess means I'm doing my job well enough for people to think its the same I've tried very hard to get rid of the edges so everything looks and feels high res and smooth.
can't wait for you guys to see more in the future! We are all excited about this game!
if you have any other questions I'll try to answer anything I'm allowed.
-Rich
well the marketing train is moving! pretty much every month there is going to be some kind of preview i believe somewhere. in terms of gameplay.. well.. i'm not sure when we are going to release that to the public.. but the ship date is coming up fast! so regardless it wont be too long of a wait!!
its really all up to sony how they plan on releasing information.. i can't really talk too much about anything. they really want things to be tactical.
trust me, i can't wait to post more of my work as well! it sucks working on things for so long and having to keep them quiet
-Rich
Very nice modelling! Can you explain 'benchmarking' a bit more? Did you load the full-resolution model into the PS3 and scale it down until you hit a complexity it could work with?so to answer your question, the new image is a render in mental ray. It is not an in game asset. It was made as a benchmark to see what we could achieve in real time. obviously you guys have seen the real time versions and will be seeing more soon.
Hi guys,
I stumbled upon this thread when I was checking out the responses to my posting. I wanted to clear up any confusion here since I've noticed its been getting a bit heated at times.
so to answer your question, the new image is a render in mental ray. It is not an in game asset. It was made as a benchmark to see what we could achieve in real time. obviously you guys have seen the real time versions and will be seeing more soon.
The render uses the high res model made from scratch in zbrush. there was no scanning of a head or texture maps. The mesh is probably around 500k polys in the render. the in game version is no where near that. However, the in game version uses the same size maps as the render and is based off the same geometry obviously.
the fact that people are arguing I guess means I'm doing my job well enough for people to think its the same I've tried very hard to get rid of the edges so everything looks and feels high res and smooth.
can't wait for you guys to see more in the future! We are all excited about this game!
if you have any other questions I'll try to answer anything I'm allowed.
-Rich
Hi guys,
I stumbled upon this thread when I was checking out the responses to my posting. I wanted to clear up any confusion here since I've noticed its been getting a bit heated at times.
so to answer your question, the new image is a render in mental ray. It is not an in game asset. It was made as a benchmark to see what we could achieve in real time. obviously you guys have seen the real time versions and will be seeing more soon.
The render uses the high res model made from scratch in zbrush. there was no scanning of a head or texture maps. The mesh is probably around 500k polys in the render. the in game version is no where near that. However, the in game version uses the same size maps as the render and is based off the same geometry obviously.
the fact that people are arguing I guess means I'm doing my job well enough for people to think its the same I've tried very hard to get rid of the edges so everything looks and feels high res and smooth.
can't wait for you guys to see more in the future! We are all excited about this game!
if you have any other questions I'll try to answer anything I'm allowed.
-Rich
well the marketing train is moving! pretty much every month there is going to be some kind of preview i believe somewhere. in terms of gameplay.. well.. i'm not sure when we are going to release that to the public.. but the ship date is coming up fast! so regardless it wont be too long of a wait!!
its really all up to sony how they plan on releasing information.. i can't really talk too much about anything. they really want things to be tactical.
trust me, i can't wait to post more of my work as well! it sucks working on things for so long and having to keep them quiet
-Rich