WELL now that i think about it, high polygons counts are useful not only to represent things u actually see on screen...
i mean, all those polygons or 3d calculation will be used to display loads of realistic looking and acting shadows, or things that affect the environment even though they are not visible on screen....
also, i you want a realistic looking tree, or a park full or trees, with individually rendered leaves, will require quite a lot of polygons....
hair, realistic looking hair, will require quite a lot of polygons, and with all this talk about billions of polygons per second, the 60.000 individual hairs on Aki's head (in FF:TSW) seem like nothing...
u know what i mean... there are LOADS of things u'll be able to do with those polygons... displacement maps increases poly counts as well...
i mean, all those polygons or 3d calculation will be used to display loads of realistic looking and acting shadows, or things that affect the environment even though they are not visible on screen....
also, i you want a realistic looking tree, or a park full or trees, with individually rendered leaves, will require quite a lot of polygons....
hair, realistic looking hair, will require quite a lot of polygons, and with all this talk about billions of polygons per second, the 60.000 individual hairs on Aki's head (in FF:TSW) seem like nothing...
u know what i mean... there are LOADS of things u'll be able to do with those polygons... displacement maps increases poly counts as well...