"Yes, but how many polygons?" An artist blog entry with interesting numbers

The models (polygon wise) are the same in-game and in cutscenes in the first game. There were differences in lighting and shadows for cutscenes. Not sure what the differences are here...but I'd still say the models are exactly the same.

Edit: I think I might be able to prove that with these shots I've taken from the multiplayer. I don't believe the textures on skin is as high-res as in cutscenes, but still the models look the same IMO.

http://i34.photobucket.com/albums/d114/deepbrown/Uncharted2_AmongThieves.jpg

http://i34.photobucket.com/albums/d114/deepbrown/Uncharted2_AmongThieves_3.jpg

Would be quite impressive for Drake's multiplayer model to be the same 30k plus model as in the SP game - considering there can be up to 5 Drake's on screen at the same time.

Seen some upclose shots of the main characters on GAF and they certainly look way less than upclose angles in cutscenes/promo shots. Might also be the textures detail playing a role.
 
Yea the skin shading is a bit more complex in cutscenes poly wise I dont see any mor eedges compared to cutscene model.
 
Yeah, based on the various ingame movies I've seen, the characters looked pretty good and the facial animation was well done too. It's actually very much like Brutal Legend in this regard, and it's also nice to see games with a decidedly non-photoreal style.
 
It uses the Infernal Engine, After seeing some of the footage my self of ghost busters running i was interested in trying out the demo. (then later on owning the actual title for 360, a few months back.) the game uses good alpha maps for hair. (something that a lot of games still having problems presenting) the engine still needs some work though.

For the most part, I was curious as to when id might see some mo-cap on parallel with uncharted or heavenly sword for up coming titles. I thought mass effect2 was going to use some of it but it seems like it still isn't. (or maybe it is but it's just for the aliens)

anyways, i know Alan wake is using it, and I think Splinter cell DA used motion caps, just for some of it's in game maneuvers that's all.
 
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AFAIK HS used no mocap for the ingame animation, it was just for the cinematics.
Uncharted also uses a lot of keyframe animation for the ingame moves, with some heavily edited mocap.

Understand that there's a lot of inherent problems with motion capture. Games usually require exaggerated human motion, particularly for larger then life moves. Also, because optical mocap systems require skin-tight clothing, it's hard to replicate or mime the effects of large or heavy suits, armor, equipment, even something as simple as body mass beyond the average person. All these things have to be manually keyframed on top of the recorder motion.

A good game developer, or any animator really, makes use of all the tools available to him, but only where it's appropriate. Mocap is just one of these and not something inherently better - or worse - then the rest.
 
yeah that makes senses, there are way few games that hit the nail on the head when it comes to walking, running, jumping, landing, kicking, and punching.

though most of that is collision and physics related, so wouldn't that actually mean using a physics engine would work better for animations in games?

oh btw to all, it seems Edios held a competition on who could get the right number of polygons for the bad guy "Killer Croc" in Batman AA, the event closed a while back which is not good considering that the people here do a better job with numbers.....though that isn't to say that person who made the assessment did a bad job, quite the contrary he guessed the exact number.

killer croc is 20,940 polygons.
http://forums.eidosgames.com/showthread.php?t=95401&page=10
(must have extracted the OBJ model from the PC version and had a graphics program display the numbers, or used a simple program to display them, ether way he must have used the PC version :smile:)

anyways this would mean that the average polygon model in that game is 20k. (for main characters)
 
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I haven't seen FN 4 but I've heard that it's using normal map blending for the muscle stuff.
Same as Uncharted 1, where it's been used on Drake's shirt and on his face as well to make small wrinkles.

http://www.naughtydog.com/docs/Naughty-Dog-GDC08-Mudbox.pdf

Added bonus in the above doc for those interested: wireframe shots of Drake's face.

I spent some time examining the pdf, it's impressive work.

looking at the all the information i stumbled across the finished mesh of Nathan, i think it's 26k.....that's what it's saying under "tris"

http://i34.tinypic.com/166b0v5.jpg
 
Any word on how many polygons was the main character in Lost Odyssey.

I always thought he looked quite good.

lort.jpg


And I don't know why but, i find that he looked better in realtime than in the CG cutscenes, there was something strange about the CG character, his face was somewhat different

locg.jpg
 
Any word on how many polygons was the main character in Lost Odyssey.

I always thought he looked quite good.

And I don't know why but, i find that he looked better in realtime than in the CG cutscenes, there was something strange about the CG character, his face was somewhat different

i think they're 14k to 15k a character, much less the same as FF13.

7000 for thugs!

They look very good for only 7000.

it's seems believable, they did say they Range between that, as for the nicer looking ones their heads still look pretty edgy. 7 to 15k for enemies i think it is.

http://images.eurogamer.net/assets/articles//a/7/6/4/1/4/0/Batman_PC_010.jpg.jpg

the UE3's nature is to use a lot of normal mapping which gives more definition to it's characters.
 
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Huh?? Practically every engine works like that...

I think maybe it's due to the high res source model, for a typical gears of war character they do a 27Million poly source model and baked all that detail to Normalmap. I don't know if other game company goes that far though, also they use tons of UV symmetry for the character on two 2kx2k textures and that's why they look pretty detailed but lack any sort of detail variations.
 
That 27 million figure is for one of Epic's own characters... not every licensee of UE3 has to go that far, in practice you can usually get away with a lot less.
Don't forget that Gears characters have literally hundreds of bolts, screws and other small details on their dozens of armor pieces, small poly details that add up very quickly. It's the nature of their hyper-detailed style.

For a relatively smooth half-naked torso, you can get pretty good results with a lot less geometry on the highres model. Then you can simply screen an extra detail bitmap layer for the skin pores on top of the extracted normal map, in Photoshop, using Nvidia's filter.

The look of Batman's characters, or any other really, has a lot more to do with the skills of the artists who created them. Engines aren't everything.
 
Yeah, that detail pass also becomes useful for fully modeling the pores, I don't know if anyone actually modeled skin pores in Zbrush. I'm not sure if that's what people call "high frequency" textures though.
 
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