Hazuki Ryu
Regular
I wonder how many poligons a mass effect character is using they look pretty damn good to me maybe better than crysis.
I wonder how many poligons a mass effect character is using they look pretty damn good to me maybe better than crysis.
I wonder how many poligons a mass effect character is using they look pretty damn good to me maybe better than crysis.
Just checked some models in the editor.
Regular bald soldier tris:22000
Soldier with more hair tris:40000
Regular nanosuit guy tris:52000
Soldier with less hair and band on forehead "Rambo" tris:32000
Soldier with helmet and camo + weapon on his back tris:31000
Actually the hair on Uncharted's main char looks alot better than that (imo)! I'll try to grab a screeny of it.
I guess what makes the high poly count on Uncharted is also the fine modeled (and moving) cloths, that move/stretch realistically when the character moves (as cloth should ).
You think it may be multiple passes? I just redid some in the editor in wireframe mode (the others may be off with +/-1-2k tris and the nanosuit was for the cut-scene in the demo end,my bad). V.high settings, empty level.
Soldier with a hat tris:22472
Soldier with a helm "thin type" tris:22436
Commander (leader for enemies) with red basker tris:23144
Soldier with heavy protection and helmet tris:24508
Bald soldier tris:22804
Soldier with more hair tris:31616
Nanosuit for multiplayer tris:28568
Cut-scene nanosuit for Jester tris:68836
Cut-scene nanosuit with parachute + weapon tris:60640
Cut-scene nanosuit for Harry tris:58198
I'll do some more in wireframe mode
the main characters are around 20-30k per character depending on the complexity. I think Drake is around 30.. i dont have the numbers in front of me.
the enemies/pirates are around 12-15k.
we are trying to hide as much as we can with normal maps so the polys really dont show. Hopefully that'll come through in game!
-Rich
This is very clear. The creases on Nathan's back are normal maps, 2 different maps which are faded between. There's no geometry detail here.00:56, mapping, 2D plane for arm
01:34, switching of mapping + fading
01:55, switching of mapping + fading
You think it may be multiple passes?
Hint :Until you find an average of 9500 /10 000 polys on the nanosuit alone you're talking about either multi pass shading or anything else that add polygon complexity.
If you want the closer to truth polycount possible : remove any rendering complexity :lowest rendering setting ,disable all renderi flags,put the basic simple shader (it's just a diffuse).
This is very clear. The creases on Nathan's back are normal maps, 2 different maps which are faded between. There's no geometry detail here.
I'm not so sure if this is so clear after all. When you look at the actual game and try to zoom in on the character then move very slowly, you can actually see those creases move very precisely depending on what he does (with some variety like like stretching, crunching...).
If it's "fake", it's the best cloth fake I've seen so far
I'm not so sure if this is so clear after all. When you look at the actual game and try to zoom in on the character then move very slowly, you can actually see those creases move very precisely depending on what he does (with some variety like like stretching, crunching...).
If it's "fake", it's the best cloth fake I've seen so far