![]() ![]() So for PS3 I’d say that texture size is as important to creating a detailed model as poly count. ![]() You don’t need to add extra geometry to create the impression of 3D detail anymore normal maps can take care of that instead. I’m repeating myself now, but high poly counts in games are less of an issue since normal mapping came in. I challenge you to name a PS2 or Xbox character model where you saw that happen! You can literally put the camera an inch from his face and count the skin pores. What it can’t handle is large texture sizes and normal maps. Yes, PS2 can handle 4,000-triangle models. ![]() It seems people are hung up on the poly count. For example, in the crook of the elbow and behind the knees, where the polygons have to ‘crush’.Įr, Joost, I’ve worked on PS3 since last summer - I know first-hand what qualifies as next-gen! But otherwise, I'd say that's too high to be practical in most types of game.Īlso, given that game characters have no proper muscle system, higher poly counts create nasty problems as far as deformation goes. If you don’t need 10,000 polys to make a model look good in-game, why use them? 20,000 polygons per character - excessive, in my opinion ) ! It'd be OK for one-on-one fighting games where there are only two characters in the scene, the camera gets close enough for the extra detail to make a difference and there's not much physics and AI processing and so on. Remember, the goal with game models is to be as polygon-efficient as possible. The fellas at work have created PS3 characters that look pretty much movie-quality at the size they appear onscreen in the game, well within a 5,000 triangle limit. You just need enough to give a relatively smooth silhouette to the figure. In my experience, normal map technology means that it’s not even necessary to use a massive amount of polygons anymore. For example, I’m certain that the characters in Dead Rising are way, way below the 10,000 mark - some are maybe a third of that. The polygon budget all depends how much else is going on in the scene. Rory_L: With the greatest respect, I have to disagree with you: there is no “rule” for polygon count levels on next-gen characters. Check this one out done by the original Hulk artist in the '60s…! :D: The Google Image search I did for reference turned up all sorts of weird variations on the character. I know there have been more ripped, sinewy, veiny Hulks since, but I was on a nostalgia trip for this one. So I wanted a ‘beefy’, old-skool look, kind of like the actors you’d see in the old Tarzan films. Which was, I’m embarrassed to admit, back in the '70s. Heh heh… well, my overriding impression of The Hulk comes from the funny books I read as a kid. (Bigger texture sizes and my graphics card dies on its knees…)Īngelstein. So the detail in the body does look “soft” compared to the head. Guillom: Yeah, he has a 2048x2048 texture just for his head and hair, and then another the same size for the rest of his body. !(upload://sTp6eMZgaq4twMAbXhn2g3MHNJt.jpeg) ![]()
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