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

Shading and reflections in particular may be far simpler compared to the Master Chief. After all you only see parts of him during gameplay except for the occasional third person view, whereas the scene can be full with SIVs in multiplayer. And Spartan Ops scales enemy numbers based on how many people are playing.

noted.


I'm not willing to get into more details about the assets, let's just agree that I have some basis for my arguments.

very well, i'll respect that but i won't say yet that you're 100% accurate either; as i'm still looking into the details.

The Covenant weapon and ship stuff on Chad's site are actual ingame models BTW.

yes, i'm aware of that, but nothing else more specific.

On to topic.
--------------

Forza 4 Halo Warthog 798,005 polygons.
http://oi47.tinypic.com/2d8hmag.jpg
http://www.dealspwn.com/writer/wordpress/wp-content/uploads/2011/08/forza-warthog-3.png

I verified the model myself, it's legitimate.
 
800,000 polys for a car like that is stupid. makes life easier for the artist, but thats just lazy. not to mention they spend all that time on the model, then give it shitty shaders. some texturemaps wouldnt hurt either, at least get some baked lighting/ao on it, hell, a decent refmap would go a long way. vertex colors would do fine for a mesh this dense, but then you have another problem with that, being so dense, it'd look fine, they arent used in-game either, so why not actually make them look as good as they can?
 
It's not skinned and it's not like there's anything more detailed around the camera to spend polygons on. Car sims can have 1 million + polygon cars easily, just upload the static meshes to the GPU and profit...
 
It's not skinned and it's not like there's anything more detailed around the camera to spend polygons on. Car sims can have 1 million + polygon cars easily, just upload the static meshes to the GPU and profit...

which car sims? out of all the ones I have worked on, not one gets even close to 1 million polys.
 
I think we had ERP or someone else posting about car sim poly counts here in the past years...

As long as the system can push the polygons, why not use them? They're static meshes for most of the game, and everything will look better with more geometry...
 
because-

A. its a viewer, better shaders and full mapping would have done far, far more than extra polys there.

B. it cant be used in-game, so you need 2 "premium" models...a viewer, and a LOD0 in-game. a lot more work for very little gain. then the extra LOD1/2/3 etc.
 
800,000 polys for a car like that is stupid. makes life easier for the artist, but thats just lazy. not to mention they spend all that time on the model, then give it shitty shaders. some texturemaps wouldnt hurt either, at least get some baked lighting/ao on it, hell, a decent refmap would go a long way. vertex colors would do fine for a mesh this dense, but then you have another problem with that, being so dense, it'd look fine, they arent used in-game either, so why not actually make them look as good as they can?

I have a feeling it was made to look like that. for one all the cars in the game don't generally look like that in the same room with chrome finishes or paint jobs.
http://oi52.tinypic.com/s1q45k.jpg
http://oi53.tinypic.com/352oq54.jpg

and the second is.......it's not a vehicle that was made to be taken seriously. if you watch the video of it everything about is made up.

with a lot of comical puns intended. and it does come in different textures. http://www.deviantart.com/morelikethis/320002838#/d50zqh7

the models are so high in these modes because well....... technically they can; and what more better way to do it through car porn exhibition. :smile2:

that's what you can pretty much label "auto vista" as, because that's it's purpose.
 
I have a feeling it was made to look like that. for one all the cars in the game don't generally look like that in the same room with chrome finishes or paint jobs.
http://oi52.tinypic.com/s1q45k.jpg
http://oi53.tinypic.com/352oq54.jpg

and the second is.......it's not a vehicle that was made to be taken seriously. if you watch the video of it everything about is made up.

with a lot of comical puns intended. and it does come in different textures. http://www.deviantart.com/morelikethis/320002838#/d50zqh7

the models are so high in these modes because well....... technically they can; and what more better way to do it through car porn exhibition. :smile2:

that's what you can pretty much label "auto vista" as, because that's it's purpose.

yeah, but even the cars you linked to could have been made to look a lot better, just via some maps. do you get my point about the polycount though? and the extra work just making something that is only a bit better, (without the camera kissing the dash) geometry wise. i know this is meant to be one of forza's "premier" features, its just got its priorites wrong (geo vs maps), in my opinion anyway :)
 
yeah, but even the cars you linked to could have been made to look a lot better, just via some maps. do you get my point about the polycount though? and the extra work just making something that is only a bit better, (without the camera kissing the dash) geometry wise. i know this is meant to be one of forza's "premier" features, its just got its priorites wrong (geo vs maps), in my opinion anyway :)

well, yeah there's always more ways to push for premium detail; such as more aggressive shadows and higher grade textures and lighting on surfaces. but some of that "realism" pushes to DX11 features.

and While cars in the game do look gaudy and overly exuberant in geometry, it's actually more better that way for performance purposes. to get textures to par equally with what's being rendered in these vehicles such as lugnuts, cabling, dipstick handles and valve caps would take huge textures sizes, texture sizes that increase loading and force a lot of scaling through the rendering engine, at 60 fps.

The system that turn 10 uses is to get as many cars in and out of their studio and back to manufacturers. now, these cars do have multiple LOD versions in gameplay so their studio does do work on the budgets.

I think the system turn 10 has for their cars is grate vs having special graphics designers start from scratch. it is cheating because they're raw studio rips dumped, but it's grate because they can release tons of highrez models every month or so when necessary as extra content.

that's pretty much what separates them from code masters, namco, and even polyphony digital when making titles that use name brand vehicles, they're able to do these highrez models in a shorter time.
 
well, yeah there's always more ways to push for premium detail; such as more aggressive shadows and higher grade textures and lighting on surfaces. but some of that "realism" pushes to DX11 features.

and While cars in the game do look gaudy and overly exuberant in geometry, it's actually more better that way for performance purposes. to get textures to par equally with what's being rendered in these vehicles such as lugnuts, cabling, dipstick handles and valve caps would take huge textures sizes, texture sizes that increase loading and force a lot of scaling through the rendering engine, at 60 fps.

The system that turn 10 uses is to get as many cars in and out of their studio and back to manufacturers. now, these cars do have multiple LOD versions in gameplay so their studio does do work on the budgets.

I think the system turn 10 has for their cars is grate vs having special graphics designers start from scratch. it is cheating because they're raw studio rips dumped, but it's grate because they can release tons of highrez models every month or so when necessary as extra content.

that's pretty much what separates them from code masters, namco, and even polyphony digital when making titles that use name brand vehicles, they're able to do these highrez models in a shorter time.

im not talking about the ingame models, im only talking about the autovista mode, with the super-high-res models.

remember, for shadow and light, basic reflection/specular masking, you dont need much accuracy in the map, some objects you identified could easily use baked vertex colors.

if you want in-game fullcar maps (and some titles do use it, sometimes just on the bodywork for scratchmaps) but also sometimes for full maps well with baked occlusion. your game can still run at 60,

then there is using the partial / tile map with either vertex colors for lighting/occlusion or a 2nd uv set for a low-res baked lightmap.

and what do you mean "raw studio dumps" ? if you mean a cad, then your an order of magnitude off, not to mention converting cad to polys is a pain in the ass. its better to treat a cad as a guide and model around it. not to mention most manufactures wont hand over a cad easily either. most cars ive done were photo reference, a handful of cads...from unlikely sources, and the odd laser scan because cads of those cars dont exist.

the scans that turn10 do, when they can mind you, seems to be point based, nice and fast for a decent base, but that also requires physical access to the car in question. and its just a base, you still need to clean it up afterwards anyway.
 
im not talking about the ingame models, im only talking about the autovista mode, with the super-high-res models.

remember, for shadow and light, basic reflection/specular masking, you dont need much accuracy in the map, some objects you identified could easily use baked vertex colors.

if you want in-game fullcar maps (and some titles do use it, sometimes just on the bodywork for scratchmaps) but also sometimes for full maps well with baked occlusion. your game can still run at 60,

then there is using the partial / tile map with either vertex colors for lighting/occlusion or a 2nd uv set for a low-res baked lightmap.


you are right about it being done, but the question is how much would they have to go out of their way to make it on parallel or better than the geometry they can use at hand. technically what i mentioned earlier is that they have lower LODs models with baked textures and whatnot on to the model already. so basically what you mean is just use those models and add more prettier effects to them for auto vista instead.

In the Halo 4 warthog's case, it would be "this" with better textures, lightmaps and effects.

To an extent yeah it actually would work, but the problem is that it would restrict the amount of viewing angles you would want to see the model in. auto vista basically is about glorifying the vistas and opening compartments; braking things down into peaces.

in a low polygon situation they wouldn't be able to elaborate on many things if they can't view the individual parts......that's one reason why those highres models are being put to use.


and what do you mean "raw studio dumps" ? if you mean a cad, then your an order of magnitude off, not to mention converting cad to polys is a pain in the ass. its better to treat a cad as a guide and model around it. not to mention most manufactures wont hand over a cad easily either. most cars ive done were photo reference, a handful of cads...from unlikely sources, and the odd laser scan because cads of those cars dont exist.

the scans that turn10 do, when they can mind you, seems to be point based, nice and fast for a decent base, but that also requires physical access to the car in question. and its just a base, you still need to clean it up afterwards anyway.

you're right about that, and that's what i'm partially talking about.

Car Sourcing

In that video they have the vista meshes and say more less how they're made.

as you say depending on their agreements to the cars rendered, they do have it done in two ways. for specification purposes they can scan the coordinates and translate it into a raw mesh. and the other is photo based references which is what you've mentioned.

But these particular meshes used in the auto vista, from what I've analyzed in both of the vids and in the actual meshes; quite a few are left with little tampering, and deployed as is in the auto vista mode.

you are right that it's a lazy concept in the post before but it's because the game engine can accept it, and that's why turn 10 is working pretty fast with making car content. I don't know the exact time they take on their cars, but for quite a few of them it seems pretty much like a strait forward task. that's what i meant to say on that.:smile2:
 
Last edited by a moderator:
An other surge of Polygon numbers from assorted console games.

Metal gear solid 4- Geko 7,777 polygons......feeling lucky anyone. :)
Final Fantasy XIII- Lightning- 8,488 polygons
Final Fantasy XIII- Snow- 8,907 polygons
Final Fantasy XIII-summons, 16,000 for Bahamut, 5,752 and 7,938 for Shiva, 14,088 for odin, 16,016 for Brynhildr. rendered versions here.
Final Fantasy XIII-2 Lightning- 8,163 polygons, head and hair same as ff13.
Crysis 2 (console) - Nano suit 19,073 polygons
Crysis 2 (console) - multiplayer suit 27,414 polygons
Asura's wrath- Asura 23,139 polygons for 6 arms, 16,000 with 2 arms.
Magna Carta 2- Juto 26,209 polygons
Magna Carta 2- Zephie 23,618 polygons
Gears of war 2- Marcus fenix, 20,195 polygons
Gears of war 3- Marcus fenix, 31,831 polygons.
 
Interesting. :)

Needs more DOA5. :3

Think they can grab numbers for early gen titles like Perfect Dark Zero & Heavenly Sword?
 
Interesting. :)

Needs more DOA5. :3

funny, I have the DOA 5 models with me but the models are split up into different pieces.....that will take me a bit to assemble. maybe i will cover that in my next wave of numbers.

Think they can grab numbers for early gen titles like Perfect Dark Zero & Heavenly Sword?

maybe, i don't know, i would have to dig really deep for them on the net. a costume DLC pack is usually the easiest way where you can find the models stored.

i'll keep on the look out, or unless somebody has them already ripped.
 
Ah cool. Thanks for the efforts. :)

edit: Did a little clean-up of the OP with updated/additional numbers.
 
Humongous Wave surge of the next set of polygon numbers for assorted games.

Lost odyssey- Seth balmore 10,900 polygons
Lost odyssey- cooke 10,071 polygons
Lost odyssey- Ming numara (dress) 8,982 polygons
Last remnant- Rush 7,923 polygons
Last remnant- Emmy 9,378 polygons
Final fantasy XIII-2 lightning (old outfit) 8,488 polygons
FinalFantasyXIII-2 (DLC) Noel 7,349 polygons
FinalFantasyXIII-2 Snow 8,274 polygons
Enchanted Arms Kairen 13,073 polygons
Nier- Nier (Jacket) 12,147 polygons
Nier- Nier (young) 16,340 polygons
NIER-Kainé 16,660 polygons
NIER-Kainé (dlc1) 16,054 polygons
NIER-Kainé (dlc2) 17,375 polygons
NIER-Emil 13,487 polygons
Mass effect 3 (DLC)-Nyreen Kandros 16,690 polygons
Mass effect 3 (DLC)-Nyreen Kandros (outfit 2) 19,105 polygons
Mass effect 3 (female shepard) standard outfit 22,329 polygons
Mass effect 3 (female shepard) Admiral outfit 17,628 polygons
Mass effect 3 Bakara 12,928 polygons
Mass effect 3- Urdnot Wrex 11,906 polygons
Mass effect 3 EDI (DLC outfit) 28,831 polygons
Bioshock 2- Big sister 7,253 polygons
Splintercell Double Agent- Sam fisher (scuba sneaking suit) 10,340 polygons
Splinter Cell Conviction - Sam Fisher 25,332 polygons
BulletStorm- Trishka 21,122 polygons
Crysis 2 (console) Ceph (Heavy) 19,651 polygons
Dark sector-Hayden Tenno (armored) 10,671 polygons and 1,608 polys for glave.
Devil May Cry- Kat 19,077 polygons
Devil May Cry- Mundus 17,057 polygons
Devil May Cry 4- Lady (Character viewer model) 27,432 polygons
Gears of war 3- Sam 23,038 polygons
Heavenly Sword- Nariko 23,620 polygons , she is also playable as PC GTA4 mod.
Dead or alive 4 helena 39,659 polygons
Dead or alive 5 tina (swim suit) 34,804 polygons


that's it for now. :smile2:
 
Last edited by a moderator:
I've updated the list in the OP, but I'm hesitant to put tinypic links in there because there's apparently a chance of them being re-purposed for rather unsavory images after awhile.

Thanks though. :)
 
I've updated the list in the OP, but I'm hesitant to put tinypic links in there because there's apparently a chance of them being re-purposed for rather unsavory images after awhile.

Thanks though. :)

No prob, if it gets taken down for some reason or other, I still have them with me....and the models too. :smile2:
 
Back
Top