Hair can take up thousands of polygons easily... and Crysis soldiers seem to have no hair geometry at all. Then there are many little accessories that can be surprisingly complex too, like an ammo belt or necklace, especially if it has to deform.
No wonder why it ran with 10-15fps during combat with Colossu Creature.
also , the colossi are probably rendered about 3-4 times (passes).
When the full game comes out we will get an exact number of how many polygons a soldier have. The full game will come with a program so that one can extract every object (including soldiers) to 3Dmax.:smile:
http://research.microsoft.com/~hoppe/silclip.pdfThat'd be a very good idea but I don't know of any systems trying for that.
Also impressive hair doesn't have to use lots of polygons, since they are like several 2D textures together and not straws of hair.
Individual hair strands amount to tens of thousands of objects, each consisting thousands of polygons.
We've done some short hair for a few characters, and it took that many polygons to make it look good. Although looking at recent screenshots of the game, most of it has been optimizied out, sadly.
Thanks! Do you know why hasn't this technology got anywhere? Seems to me that there's three reasons for high-poly models - 1) Smoother lighting from vertex lighting. 2) High model detail. 3) Smooth silhouettes. 1 is solved with per pixel lighting. 2 is solved with normal maps. 3 doesn't seem approached through any clever techniques unlike the other two. I've only had a brief nose at the paper so may have missed the obvious.
Hah, so there was hair for the soldiers in Crysis, and it looks good to! I can only but bow down for Crytek with full respect.
Great, then I would want to show you some screenshots of Drake (30.000 polygons according to the blog/thread) and compare them to my screenshots of a soldier in Crysis.
Focusing on the geometry of the body and the face, I can´t see how the Drake character has almost 3 times more polygons than a soldier in Crysis:
http://media.ps3.ign.com/media/812/812550/img_4969225.html
http://media.ps3.ign.com/media/812/812550/img_4969220.html
http://media.ps3.ign.com/media/812/812550/img_4969227.html
Time for me to get some sleep, I hope you see my point.:smile2:
Crysis's hair-cuts aren't really what this thread is about. The question was raised about Crysis models at their poly-counts versus Uncharted at a higher poly-count. Discussion should focus on that, please.
Yes, I understand that, but no-one's actually given any numbers making the whole Crysis thing pretty pointless so far. You were comparing Crysis polycounts to Uncharted's. If it's accepted Crysis looks better with less polygons, that needs investigating. If it's found that Crysis actually uses the same polycounts as Uncharted to do the hair, case solved, but we need figures to show this - "this hairy soldier is made up of 25,000 polygons". Without any of that, all we have if an (excessive) slideshow of Crysis images.It is becouse we are talking about hair to and how it affects the overall polygon count.