Hazuki Ryu
Regular
hey guys i've got mass effect today i have to say character models look very impressive im very curious about the polygon count
~20,000-25,000 is listed in the OP for Mass Effect.
I wonder how many poligons a mass effect character is using they look pretty damn good to me maybe better than crysis.
Question: How many polygons are used per character?
Answer: Well, we can't give an exact number as some characters will have more polys than others based on things like their size, complexity, whether they have weapons or armor, and that sort of thing.
But to give a rough idea, I'll use Sheppard as an example. A model of Sheppard wearing armor and carrying weapons will be somewhere in the range of 20,000 to 25,000 polygons. This would change a bit based on his armor, whether he is carry a weapon, which weapon, etc, but it's a good rough idea. Hope this helps.
An entire map in Turok: Dinosaur Hunter has ~300,000 polygons, according to the box.
I'd like to know the original Killzone's polygon counts for the characters. They were running alot and without shaders to simulate the effects of higher amounts of polygons, they had to push alot of them. I really would've liked to have seen how this game could've looked on the PC, like it was originally intended.
Not too impressive, considering the distance fogging.
Um, it wasn't supposed to be "impressive," especially since at 30fps, the N64 can't even theoretically draw more than 4K polys in a frame. Even without the fog, you wouldn't be able to see all that many polygons. It's just interesting to see how 300K polys in 1996 meant enormous levels measured in miles, while today it's common to see three times that many in a single frame.
Sorry to bump this discussion, but back when I comment on GG saying that a single character in KZ2 had the same amount of polygons as a level in KZ1, someone mentioned that it was most likely normal/bump mapping, but I was just re reading the interview and they mentioned that hadn't implemented bump/normal mapping at that time. What could that number be from?. I could just be reading it wrong.
There is no way KZ1 level come close to a polygon model that is used to generate normal map for characters.
What does the PS3 allow you to do with development of Killzone 2 that you have not been able to do before?
For us, we need a great deal of processing power. The PS3 really allows us to build Killzone 2 on a grand scale with a level of detail that is truly eye-catching. To give you an example, our character models on screen use the same amount of polygons as an entire level of Killzone on PS2.
No it for the polygon amount of the source model where the normalmaps are created from. Then the ingame models have far far less amount of polygons but the normalmaps to givee the impression of more geometry than it actually has (the intention of mapping techniques).
Unless the a complete level in KZ1 consists of less than 15k polys then this is the talk for the source model and really a worthless "brag" number. In that case I think a UT3 or GEoW character takes the prize by faaar talking about source model for creating normalmaps!
There is a ss of an character from KZ2 upclose where the geometry is really very visible (edges etc) and I would even say below 10k polys IMO.
You talking about either of these?. Because I don't see jaggies on the characters, if thats what polygon edges are.
No it for the polygon amount of the source model where the normalmaps are created from. Then the ingame models have far far less amount of polygons but the normalmaps to givee the impression of more geometry than it actually has (the intention of mapping techniques).
Unless the a complete level in KZ1 consists of less than 15k polys then this is the talk for the source model and really a worthless "brag" number. In that case I think a UT3 or GEoW character takes the prize by faaar talking about source model for creating normalmaps!
There is a ss of an character from KZ2 upclose where the geometry is really very visible (edges etc) and I would even say below 10k polys IMO.