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

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.

More complex skin-shading in cutscenes this time around. Same polygon models though.
 
AbbA;134850k7 said:
80.000 pol for Uncharted 2 main characters. :)

I don't think it's true, not sure if it is anyways.

There's actually no reason for it to be that high, until they show more info like a wire frame mesh of the new Nathan than we can say it's true. frankly, i think it's the same poly counts just with rougher looking textures.

for one, the hair in uncharted2 looks pretty much like it's not changed or increased in polys, meaning it's got the same bends to it, and the ears look the exactly the same.

UC2
http://i38.tinypic.com/282m176.jpg
UC1
http://i37.tinypic.com/20a2fs8.jpg

And the neck collar on the new Nathan in the shot also has solid bends in it.

the first uncharted had just the right amount of polygons, with the average of 15k for enemies, main characters ranging 20k+ polygons, and with the main character "Nathan" being 26k.
http://i38.tinypic.com/rmi77l.jpg
 
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thought Drake might have more accessories on this body in U2 than in U1, his clothes seems to be more complex than the t shirt he was wearing in 1.
 
thought Drake might have more accessories on this body in U2 than in U1, his clothes seems to be more complex than the t shirt he was wearing in 1.

About clothes they seem pretty alike with mapping and 2D texture switch/blend simulation of cloth moving like in Uncharted 1.
 
80k could be the highest LOD model used for some instances in cutscnes and it would be really hard to tell from a 30k model when zoomed out in gameplay most of the time. Well, whenever ND releases their PDF.
 
I think the 80k model may be in the pre-rendered scene only. The difference of 80k v.s 30k is huge enough to be recognized in this game.
 
well this pic says they're 30k, and it even shows a little bit of the mesh too.

http://1.bp.blogspot.com/_CcB1MdhiIpI/SrQKX3FvoxI/AAAAAAAAACs/mtHaFn4Il_o/s1600-h/DSCF1033b.JPG

(i wish they showed more of the mesh though.)

Nathan was 26k from uncharted1 so they bumped him up about 4 to 5,000 more.

quite frankly you can do some pretty good upgrading when you have an extra 4 to 5k to work with, that amount would go in smoothening the outline of Nathan or going into some of the joints.
 
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I think the 80k model may be in the pre-rendered scene only. The difference of 80k v.s 30k is huge enough to be recognized in this game.
No. The models, texture, poly count is exactly the same ingame & prerender , ND said that & he haven't used different setting even in the previous, they have declared that everytime.
 
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well this pic says they're 30k, and it even shows a little bit of the mesh too.

http://1.bp.blogspot.com/_CcB1MdhiIpI/SrQKX3FvoxI/AAAAAAAAACs/mtHaFn4Il_o/s1600-h/DSCF1033b.JPG

(i wish they showed more of the mesh though.)

Nathan was 26k from uncharted1 so they bumped him up about 4 to 5,000 more.

quite frankly you can do some pretty good upgrading when you have an extra 4 to 5k to work with, that amount would go in smoothening the outline of Nathan or going into some of the joints.

There`s a video where they said that they mostly upgraded around the area of eyes and mouths to get better facial expressions.
 
There`s a video where they said that they mostly upgraded around the area of eyes and mouths to get better facial expressions.

Yes but that face doesn't look like it warrants 80k number. For reference here is a 113k polygon model and a 71k polygon model in wireframe. The 70k model and Drake in that wireframe pic seems about same distance yet the 71k model is so dense with polygons it looks almost solid. On Drake you easily see through.

http://img19.imageshack.us/img19/6796/hl2palyxadr.jpg
 
Nice find. That seems like a more realistic number. Still wonder how they got 80 k out of that - probably a slight mistake.

I'll bet numbers from multipass. Same happens in Crysis where models end up with 2x or more from multipass hitting 30-70k polys for character models in general and more for vehicles.
 
I'll bet numbers from multipass. Same happens in Crysis where models end up with 2x or more from multipass hitting 30-70k polys for character models in general and more for vehicles.

That might actually explains it though if that's the case we'll have different numbers for a lot of other game characters too.
 
The 70k model and Drake in that wireframe pic seems about same distance yet the 71k model is so dense with polygons it looks almost solid. On Drake you easily see through.

http://img19.imageshack.us/img19/6796/hl2palyxadr.jpg


yeah, the best and most simplest way of knowing what looks 80k is checking out how tightly woven the wires of the mesh are.

first things first, keep in mind a 50k mesh alone can look pretty darn complex but, here's a little mesh i made on Maya a while back, it's 80,800 polygons total.
http://i38.tinypic.com/rvlqb8.jpg

and also here's a 33k mesh of the same model.
http://i37.tinypic.com/2rwu975.jpg

the heads on both LOD models are 11k all to it's self. (UC1's Nathan had about 6k for the head but this is assuming that Nathan's head is actually made up of that many polygons for UC2)

on the exterior they look pretty much the same, it's only when you switch to wire frame mode is where you see the differences.

and if you look at that mesh on the pic of UC2's Nathan, the mesh doesn't look very compacted and tight woven.
 
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I think the crown for "most polys" this generation almost certainly goes to SEGA Rally. All the surfaces are fully dynamically deformable (and yes, it affects gameplay), so there's a huge density of tightly packed polys that make up the environments.

The credits show off a wireframe mode, so everyone can see just what is going on, pretty damn impressive if you ask me. These shots are from the PC version but I've got the 360 version as well and I believe the geometric detail in both versions is exactly the same.

Pictures:

aebngz.jpg


http://i38.tinypic.com/ifvsbr.jpg

http://i34.tinypic.com/2l8clxj.jpg


The cars are pretty detailed as well, so they no doubt add to the overall count quite a bit.
 
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>>The credits show off a wireframe mode, so everyone can see just what is going on, pretty damn impressive if you ask me.

everything (except the cars) looks to be less than 200k, perhaps even less than 100k

With some of the above wireframes its impossible to accurately gauge the num of polygons, as some are less than one pixel onscreen.

The 70k model and Drake in that wireframe pic seems about same distance
no theyre not (check the head sizes)
 
no theyre not (check the head sizes)

hmmmm, the Half life shot is bigger yet the spaces in the wire mesh is still more compacted, and so that's even more proof the mesh of Nathan isn't made up of greater polygons. the mesh of Alyx is 71k polygons as what Nebula stated.
 
As far as number goes, the highest poly count displayed on screen has to be Lair, the density of the main dragon and the number of objects in the environment are simply astounding.
 
"Greatest number of polygons onscreen evar" should not be considered any kind of achievement, unless a) the framerate is great and b) the resulting picture is great. Otherwise, it's like "thickest book ever" or "longest movie ever". A high number of polygons can be a symptom of artist incompetence, lousy LOD system, lack of time to create LODs etc.

We'll ship soon an Xbox 360 game which routinely hits 3 mln triangles per frame, with lousy framerates - needless to say, I'm not at all proud of the "3 mln" number.
 
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