So Chloe ended up having more polygon than Drake himself in max case scenario, well being a female character means this is obvious. And it seems there is no LOD going on for Drake in SP.
So Drake in highest LOD 37k polys in U2... seems I wasn't crazy then with multipass talk. Well less atleast.
Some Uncharted 2 lovin'
http://www.zbrushcentral.com/showthread.php?t=79105&page=1&pp=15
Edit: and some relatively exact poly counts from Rich Diamant, lead character artist:
the wigs ranged a bit dependent on the character.. Drake's hair is around 4k tri's.. chloe's is around the same..
our lod's were originally hand modeled.. it was annoying.. we then went with an automatic PM solution which is what you see in game.. Drake however never gets LOD.. except for multiplayer.. but single player is the high resolution model the whole time.. same model that is in the cinematics.
the models ranged a bit as well.. drake was around 37k .. chloe was at 45k at her highest... each level of LOD was cut in half with 3 different levels. lowest being around 2500 poly's..
if any of you guys will be at GDC i'm doing a talk which will cover a lot of that..
sometimes I would texture the high poly before going onto the low poly.. however, this time around I tried a slightly different approach of sampling first, then texturing the low poly.. it works pretty well.. however, it makes it harder when big changes happen or when you need to show off the work.. I think next time around I will stick with doing everything on the high and transferring to the low..
I hope ND remains true to their selves and post that GDC presentation on their website eventually
Interesting that they texture the high res first - Ninja Theory did the same with Heavenly Sword, and while I see some reason in this, it also means a lot of extra work and ignoring some more efficient techniques.
I thought they said that they are using the same model in both cut scenes and gameplay?
It is the dev that created the models that said it himself that only Drake is samein cutscene (U2) and ingame. Doesn't get more clear than that. :smile:
our lod's were originally hand modeled.. it was annoying.. we then went with an automatic PM solution which is what you see in game.. Drake however never gets LOD.. except for multiplayer.. but single player is the high resolution model the whole time.. same model that is in the cinematics..
This part. Actually it might be highres model for all ingame! XD
Halo: Reach is being propagated as the next game to use technology that packs a wallop and this is what is being discussed as being put into the new engine that is being developed for the game. These features were spoken extensively at this years GDC conference with reference to DX11 technology:
-Tessellators with close to 30K characters to achieve cinematic quality features.
-The Hull Shader to patch control points in order to modify the behavioral pattern of the tessellator.
-Domain Shader to optimize performance of the output of the GPU in order to mitigate bandwidth use.
These features allow real-time display of real-time images which are otherwise not achieved making creation of objects in the world easier for programmers whilst saving up on a limited memory module. Silhouette elaboration and terrain rendering whose objects offer a healthy degree of curvature.
All this allows for a visually heavy game in the Halo series. More as time elapses.
Doesn't the 360 not have these?-The Hull Shader to patch control points in order to modify the behavioral pattern of the tessellator.
-Domain Shader to optimize performance of the output of the GPU in order to mitigate bandwidth use.
Doesn't the 360 not have these?