I saw a couple of numbers but I don't speak Japanese, anyone mind translating.
I saw a couple of numbers but I don't speak Japanese, anyone mind translating.
Well, this one's clearly making the most out of a reasonable poly count:
Nice find!
It also looks like they apply an iteration of subdivision to the faces for the ingame cinematics, smoothing out the edges.
Is the gray area on the face the subdivision you are talking about?
What exactly does it do
I wonder where this model is that taken from. It has crazy amounts of polygons. I suspect its either the in-game model in the last scene (which was much more detailed) or the model shown during the installation screen
That image I think shows a gameplay model. Thats the stance Snake has during gameplay when you aim with the knife.
Is the gray area on the face the subdivision you are talking about? What exactly does it do
edit:
I wonder where this model is that taken from. It has crazy amounts of polygons. I suspect its either the in-game model in the last scene (which was much more detailed) or the model shown during the installation screen
Inserts new vertices to the middle of the edges and in the middle of the polygon, for each polygon. This quadruples the polygon count of the model, and combined with some interpolation, smooths the new mesh down a bit as well. It can be repeated again and again to get a model that's perfectly smooth, but in practice the iteration count is obviously finite.
More advanced subdivision schemes are able to vary the iteration based on the view direction and distance to the camera.
Yeah, but what I meant was a NURBS curve will inherently have more 'detail' (information), as...well, why else are you using a NURBS curve?! So a three point curve defined by standard vertices could be subdivided smoother, but not following any advanced contour. A three-point NURBS curve will define curve gradients which will provide placement data for all added vertices so they can follow a more detailed curve.And neither subdivision nor NURBS can add detail on their own, the geometry has to be there already, wether by polygons of a control mesh or control vertices of a NURBS surface.
Yeah, but what I meant was a NURBS curve will inherently have more 'detail' (information), as...well, why else are you using a NURBS curve?! So a three point curve defined by standard vertices could be subdivided smoother, but not following any advanced contour. A three-point NURBS curve will define curve gradients which will provide placement data for all added vertices so they can follow a more detailed curve.
derr how many polys do killzone 2 characters have? i heard them say that a character has more polys than an entire level in killzone 1 but how many polys did killzone 1 levels have?
http://forum.beyond3d.com/showpost.php?p=1060441&postcount=82
Other than our local 3D artist's best guess, you're probably not going to find anything else unless GG has discussed it.
i refuse to believe that a an entire killzone 1 level had only 10-15k polygons. thats just silly. the poly count of killzone 2 characters is just noticeably higher than any other game out there. so i dont really believe that guy. and seriously the jak and daxter both have 10k polygons in jak2+. that statement says alot about this guy's credibility.
I don't think you've even considered the nature of high res modelling for creating normal maps. These are the Technology forums, so save the defensiveness for lesser places.
(And please, do reconsider your punctuation and spelling. Your posting quality has no place here. If you cannot discuss things in a polite matter, then consider this your last warning to get out. )