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

Metal Gear Solid V: Ground Zeroes

Metal Gear Solid V: Ground Zeroes Idroid - 526 polygons
Metal Gear Solid V: Ground Zeroes XOF Soldier - 11,768 polygons
Metal Gear Solid V: Ground Zeroes Snake - 18,210 polygons

XOF soldier is a surprise, could pass off for much higher, Impressive job from Kojima Productions!

Snake without beard -

Sknb.png


Just out of curiosity sake. It also matches this picture as well.

Big Credit to Luxox_18 for these models.

Wow these models are very low poly, but somehow they show ingame, with some noticeable vertices in the models.


Max, Life is Strange ( the model is missing her eyelashes oops)


MMYvD5N.jpg
 
I think these guys were around 15-25k quads:

02_l.jpg


tamas_1.jpg


Edit: one more, the Chaos Warriors were also pretty light on the model side and had lots of displacement detail:

warhammer-intro_digic_combinacion_.jpg


Then again this was PRMan so everything was tessellated to subpixel micropolygons. But there weren't any normal or bump maps, so all the detail you see on the goblin on the second image is 100% geometry. Which is particularly cool if you look at stuff like the wood armor - while it's a single piece of geometry, in the movie it looked convincing as a suit of many smaller pieces.

Now the current hw architecture is probably not going to be able to get to that level of complexity, outside of tech demos maybe, as the rendering efficiency would be way too low to be practical. I believe it'd take a major architectural step, almost revolutionary, to get to that level - and to be honest it's not really necessary, as very similar results could easily be achieved with a little more detail in the base mesh and normal maps on top.

Also, holy crap, I've modeled these guys something like 9 years ago... ;)
 
So, in Ground Zeroes Snake is 18 polys. Just for curiosity, does anyone has the numbers of the Old Snake MGS4 model?
Two LODs, 5K & 10K I think.

The interview with Konami that's on Autodesk's website for MGS4 was specifically talking about gameplay. those were done in two LODs, highest 10k. For the cinemas characters did not use LODs, these were obviously single meshes. MGS4 also used pre-rendered cinemas. Ground Zeroes on the other hand are 100% in-game. (PC version of GZ's models were also used.)

Metal Gear Solid 4
Metal Gear solid 4 - Solid Snake (Cutscene ver) 16,179 polygons.

Extra picture of MGS4 Solid Snake.
Reference picture of MGS4 Solid Snake.
 
The interview with Konami that's on Autodesk's website for MGS4 was specifically talking about gameplay. those were done in two LODs, highest 10k. For the cinemas characters did not use LODs, these were obviously single meshes. MGS4 also used pre-rendered cinemas. Ground Zeroes on the other hand are 100% in-game. (PC version of GZ's models were also used.)

Metal Gear Solid 4
Metal Gear solid 4 - Solid Snake (Cutscene ver) 16,179 polygons.

Extra picture of MGS4 Solid Snake.
Reference picture of MGS4 Solid Snake.
MGS4 didn't use pre-rendered cut-scenes.
 
MGS4 didn't use pre-rendered cut-scenes.
There were some very very selected scenes that used pre-recorded cut scenes. But these were extremely few. Mainly during the end when Snake managed to
eliminate the AI
 
There were some very very selected scenes that used pre-recorded cut scenes. But these were extremely few. Mainly during the end when Snake managed to
eliminate the AI

Shootout in Eastern Europe [river & bridges, tons of soldiers] was FMV.
 
What do you mean, that the base poly count seems to be high? It's probably just for getting smoother shading on the small forms of the nostrils.
 
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