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

Discussion in 'Console Technology' started by Farid, Sep 1, 2007.

  1. nightshade

    nightshade Wookies love cookies!
    Veteran

    Joined:
    Mar 26, 2009
    Messages:
    3,392
    Likes Received:
    93
    Location:
    Liverpool
    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.
     
  2. Laa-Yosh

    Laa-Yosh I can has custom title?
    Legend Subscriber

    Joined:
    Feb 12, 2002
    Messages:
    9,568
    Likes Received:
    1,455
    Location:
    Budapest, Hungary
    That still does not confirm anything about multipass... But 80K did sound too much, I still stand by my first guess that it was meant to be 18K on average (ie. not the main cast).
     
  3. nightshade

    nightshade Wookies love cookies!
    Veteran

    Joined:
    Mar 26, 2009
    Messages:
    3,392
    Likes Received:
    93
    Location:
    Liverpool
    you mean a slip of tongue ? :)
    Well that sounds reasonable as 18k on avg is a fair number.
     
  4. COPS N RAPPERS

    Regular

    Joined:
    Nov 2, 2008
    Messages:
    957
    Likes Received:
    32
    Damn Laa-Yosh you beat me to it, yes nathan is around 37k.

    i had just now found the link.

    that was a good find, in a short a mount of time too, good job.:smile2:

    Edit, and also i like to say that let us not forget that these high LOD models are most likely used for the cut-scenes, as some of the in-game shots i displayed showed a difference in level of detail.
     
    #844 COPS N RAPPERS, Dec 17, 2009
    Last edited by a moderator: Dec 17, 2009
  5. Nesh

    Nesh Double Agent
    Legend

    Joined:
    Oct 2, 2005
    Messages:
    12,474
    Likes Received:
    2,780
    I thought they said that they are using the same model in both cut scenes and gameplay?
     
  6. Neb

    Neb Iron "BEAST" Man
    Legend

    Joined:
    Mar 16, 2007
    Messages:
    8,391
    Likes Received:
    3
    Location:
    NGC2264
    Below XD.
     
    #846 Neb, Dec 18, 2009
    Last edited by a moderator: Dec 18, 2009
  7. upnorthsox

    Veteran

    Joined:
    May 7, 2008
    Messages:
    2,102
    Likes Received:
    378
    Where does it say that? I guess it's too clear for me. I read that Drake's character wasn't LOD'ed, nothing about all other characters having different models for cutscenes. [/shrug]
     
  8. Neb

    Neb Iron "BEAST" Man
    Legend

    Joined:
    Mar 16, 2007
    Messages:
    8,391
    Likes Received:
    3
    Location:
    NGC2264
    This part. Actually it might be highres model for all ingame! XD
     
  9. upnorthsox

    Veteran

    Joined:
    May 7, 2008
    Messages:
    2,102
    Likes Received:
    378
    Could be that they do one LOD automatically for in game characters other than Drake, it just doesn't say that.

    Btw, I wonder what Chloe would say about it taking an extra 8000 triangles to cover that ass. :lol:
     
  10. Neb

    Neb Iron "BEAST" Man
    Legend

    Joined:
    Mar 16, 2007
    Messages:
    8,391
    Likes Received:
    3
    Location:
    NGC2264
    Make them also flexible to simulate soft flesh. ^^
     
  11. ultragpu

    Legend Veteran

    Joined:
    Apr 21, 2004
    Messages:
    6,242
    Likes Received:
    2,298
    Location:
    Australia
    37K sounds real good. I can imagine the fun the Lead artist would have when he builds a base Drake model say around 9.5k then just hit Meshsmooth and vola:) then tweaks from there.
     
  12. Billy Idol

    Legend Veteran

    Joined:
    Mar 17, 2009
    Messages:
    5,988
    Likes Received:
    825
    Location:
    Europe
    #852 Billy Idol, Dec 18, 2009
    Last edited by a moderator: Dec 18, 2009
  13. Kittonwy

    Regular

    Joined:
    Jun 27, 2006
    Messages:
    564
    Likes Received:
    0
    No wonder Drake's model is so damn detailed in SP.[​IMG]
     
  14. Hazuki Ryu

    Regular

    Joined:
    Nov 3, 2007
    Messages:
    373
    Likes Received:
    0
    Don't know if this has been posted before but here it goes anyway.

    http://www.gameguru.in/first-person-shooters/2009/11/the-technology-powering-halo-reach/
     
  15. Dr. Nick

    Regular

    Joined:
    Jul 30, 2005
    Messages:
    676
    Likes Received:
    1
    Doesn't the 360 not have these?
     
  16. semitope

    Banned

    Joined:
    Oct 24, 2009
    Messages:
    180
    Likes Received:
    0
    hm... 30K is the polygon count?
     
  17. Laa-Yosh

    Laa-Yosh I can has custom title?
    Legend Subscriber

    Joined:
    Feb 12, 2002
    Messages:
    9,568
    Likes Received:
    1,455
    Location:
    Budapest, Hungary
    Characters don't look like they're using tesselation, all that hard surface detail in the armor has to be pretty tightly controlled to work well with normal mapping. Faces maybe, but it's exactly the place where you want more actual vertices to have better control over bone weighting for animation.

    I'd say they're using tesselation on the terrain. It did look kinda smooth and nice.
     
  18. TheAlSpark

    TheAlSpark Moderator
    Moderator Legend

    Joined:
    Feb 29, 2004
    Messages:
    21,757
    Likes Received:
    7,445
    Location:
    ಠ_ಠ
    Nope, those are stages added in the DX11 render pipe.
     
  19. Hazuki Ryu

    Regular

    Joined:
    Nov 3, 2007
    Messages:
    373
    Likes Received:
    0
    Maybe cutscene models for main characters? They do look much better than in the other Halo games (3 and ODST) I'd say pretty comparable to Mass Effect characters wich are around 20k right?
     
    #859 Hazuki Ryu, Dec 23, 2009
    Last edited by a moderator: Dec 23, 2009
  20. Laa-Yosh

    Laa-Yosh I can has custom title?
    Legend Subscriber

    Joined:
    Feb 12, 2002
    Messages:
    9,568
    Likes Received:
    1,455
    Location:
    Budapest, Hungary
    Most of the armor pieces are a collection of flat planes with various transitions that have to be very tightly controlled for the normal mapping process to work well. Building hard surface stuff for games is a lot more complicated then pure organics (humans, monsters, clothing, etc). Tesselating these transitions between the planes would probably mess up the tangent space that the normal map tries to work with, resulting in shading artifacts. The flat surfaces would look OK, but why would you want to add more polygons there?

    And again, adding more geometry to the faces would only work if they already have enough vertices for weighting the bones they use for facial animation. Take a look at the Uncharted 2 character wireframes to see how far it might have to be taken to work well. Tesselating those meshes wouldn't add any visible difference even in the cinematics.

    On the other hand, it makes a lot of sense to tesselate the terrain with an adaptive, view-dependent scheme. That could add more polygons to the parts that are closer to the camera (player), increasing the detail and variation of the scenery. We haven't seen enough yet to decide but I believe this to be the case, based on simple logic.
     
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...