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Darken-R
02-24-2006, 11:50 AM
hi guys,

first up, what is now considered high poly? i.e films and TV quality.
And so what is now games level?


my other question is; what is the best way to render my model with the topography showing? is there some way of rendering a shaded wireframe or something?


cheers guys

scrimski
02-24-2006, 12:09 PM
What app do you use?

Darken-R
02-24-2006, 01:29 PM
maya sorry! :)

Darken-R
02-26-2006, 12:54 PM
/bump

anybody out there who wants to help me out?

benclark
02-26-2006, 05:06 PM
As far as high poly stuff is concerned the poly counts are up into 2-3million for a character. That is then used to create displacement and cavity maps to apply to lower resolution meshes.

In games it is a harder to answer - games engines have a maximum number of polys that can be on screen at one time and still be rendered smoothly in real-time. So it totally depends on the game, the situation, what else is on screen, the platform, the game engine etc etc

For PS2/XBox hero characters I would say between 4 and 6 thousand tris (that a rough generalisation! before anyone jumps down my throat)

For next Gen models I have read a lot of conflicting figures although I think around 8-10 thousand tris seems average (again, thats a generalisation)

Depending on what engine you use the games models can also be Normal mapped, so you can export your mesh into Zbrush and res it up to 2-3 million polys then use the high res to make a normal map for the low res game mesh.

As for rendering the wireframe on your model, do a search of previous posts in the Maya forum - this has been asked thousands of times and you'll get a few different ways to do it

Autumn
02-26-2006, 06:43 PM
Two ways that I've found work decent for wireframe renders are to do a HARDWARE RENDER or a just a PLAYBLAST with WIREFRAME ON SHADED turned on. I'm sure there are some better ways to do it though..

Darken-R
02-26-2006, 06:46 PM
awsome thanks so much guys

-Darken

JMYoung
02-27-2006, 04:37 AM
Use the Maya vector renderer with the "include edges" option on, and "fill objects" off. You'll need to make sure your model is faceted in order to get it to render all of the lines, so harden all of your poly normals before rendering.

I usually render a mid/light gray shaded version of my model, and then a vector rendered version with black outlines and composite them together with the vector version at ~40-50% opacity. Looks pretty good IMO.

NyneDown
03-01-2006, 07:47 AM
I use the same approach as you, Yung, but what kinda sucks is the fact that I have to render out my wireframe at a subdivision level of 1 just to get a decent result. At a subdivision level of 2, the wireframe looks really clutered...especially if I'm rendering out a full body shot as the model is doing a turn around. I'm suprised Maya doesnt have a wireframe renderer like XSI's app...it would save ALOOOT of time.

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