Regarding drake's polygon count in UC1, I read in an interview posted at GAF that in UC2 they're using the same model, but they didn't do that in the original.And yes there's improved lighting/shadowing and some other things included in the cutscenes.
you know, diving further into the subject, literally you can make a 30,000 polygon model look 80,000 or above. http://i50.tinypic.com/2nhooyq.jpg
Huh?? What, are you talking about normal mapping??
no.
the model has plenty of polygons to show less edges as it is.
70 percent of that model already has most of the molding done.
the maps just add more to the detail.
Hmm... I'm not sure what you mean or what you're really trying to say? It seems to me you just described normal mapping.
Again. What the hell are you talking about here?
Not offence I have read your posts but ND has released the specs of the polycounts in unchy 2 on the ps3, pretty clearly; I don't understand why you try to persuade the polycounts is just a 'mystification' of nd thanks to a particular graphics technic.you're rude you know that, i already explained it.
I'm sorry but you don't need to purposely complicate things.
you're rude you know that, i already explained it.
Not offence I have read your posts but ND has released the specs of the polycounts in unchy 2 on the ps3, pretty clearly; I don't understand why you try to persuade your polycount suppositions are more reliable based only to the...suppositions .
Well there was a shot from a magazine that showed U2 Drakes face and shoulder wireframe. As reference there was posted a 70-80K wireframe models of human and by comparing the U2 Drake face and shoulders are far below the same density in polygons as those references. Actually it looked quite like the U1 Drake wireframe model.
And nothing suggest the lowerbody has more unexpected density as the clothes are mostly molded into model something the 70K model didn't do yet still had more density!
Honestly multipass or just hype numbers. You have the wirframe models to see, words from devs can be candy coated (multipass, only cutscene, ingame, "720p" etc etc etc yadda yadda yadda)!
From what I seen the models are exactly the same ingame & cutscenes. & I have the game. You can't believe them, ok, but ND has just repeat a lot of times that the cutscenes has the same engine setting. ND in the bonus video not leaves space of ambiguity or misinterpretation, they are pretty 'honest' when we talking of technical specs. ND is the same who have declared u2 maxed out the cell...
From what I seen the models are exactly the same ingame & cutscenes.
...but ND has just repeat a lot of times that the cutscenes has the same engine setting.
ND is the same who have declared u2 maxed out the cell...
The last pics is dated 08 ....You seem to have missread my post and just got hanged up on the last sentence which was just a "not everything devs says is true to the letter".
I never said the mesh was different ingame/cutscene. And if you backtrack this thread you can find meshes and numbers and try to compare.
70K model
http://img19.imageshack.us/img19/6796/hl2palyxadr.jpg
"80K" model
http://1.bp.blogspot.com/_CcB1MdhiIpI/SrQKX3FvoxI/AAAAAAAAACs/mtHaFn4Il_o/s1600-h/DSCF1033b.JPG
26K model
http://i38.tinypic.com/rmi77l.jpg
You didn't explain anything. What do you mean about this entire thing, how is this accomplished technically, why is it supposedly different from normal everyday modeling practices?
Or are you just making stuff up here?
The last pics is dated 08 ....
The last pics is dated 08 ....
I think what he's attempting to explain is that they're working with enough geometry to define basic details - straps, spikes, gouges, etcetera, but filling out finer detail with normal maps. It's honestly just common sense that good atristry combined with a reasonable poly budget means better looking models, though.
Well there was a shot from a magazine that showed U2 Drakes face and shoulder wireframe. As reference there was posted a 70-80K wireframe models of human and by comparing the U2 Drake face and shoulders are far below the same density in polygons as those references. Actually it looked quite like the U1 Drake wireframe model.
And nothing suggest the lowerbody has more unexpected density as the clothes are mostly molded into model something the 70K model didn't do yet still had more density!
Honestly multipass or just hype numbers. You have the wirframe models to see, words from devs can be candy coated (multipass, only cutscene, ingame, "720p" etc etc etc yadda yadda yadda)!