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bored alien
12-19-2002, 12:14 AM
Just curious if anyone knows the poly counts for characters or environments in Metroid Prime, or other current GameCube games. (i.e. what would my targets as a modeler be?) :bounce:

fleetwood64
12-19-2002, 12:18 AM
:buttrock: i worked that game and they were around 800polys

jfalconer
12-19-2002, 11:31 AM
I am currently modelling Samus and my polycount is double that...
I must suck. Badly. or something.:surprised

jfalconer
12-19-2002, 11:41 AM
:lightbulb Now, I chiselled some details as opposed to just mapping them. I plan on maybe just mapping the crevices in her armor... but still, Samus looks too damn smooth to be only 800 polys. Since she appears mainly in sequences where she is the main focus (not on bg elements or anything, like save points) I would assume she could be quite high in poly #s w/o any hit on the cube's processor.

but then again I'm just amateur and don't have any real experience so it shows what I know.

Let me go put a gun in my mouth I am not worthy!:buttrock: :buttrock: :buttrock: :buttrock:

Apostle
12-19-2002, 01:52 PM
Originally posted by fleetwood64
:buttrock: i worked that game and they were around 800polys

I know your not talking about Samus because i saw a wireframe or her and it was more like 3000 +

Polycounts for GC game characters as well as any type of game character can range anywhere from 400 - 4000 from what i've seen to date.

aDiaNDi
12-19-2002, 03:30 PM
Well All I can say is that it depands on the game genre. A beat em up may have chars with 10000+ polys because there are only two chars at ones. I didnīt play Metroid Prime yet but I think 3000-4000 they may have.

fleetwood64
12-19-2002, 04:39 PM
keep at it! :bounce: :bounce: :bounce:

jfalconer
12-19-2002, 05:10 PM
Well as long as Samus has at least 3000 (which is what I am aiming for) then I guess I can take that gun out of my mouth...

... for now. :wavey:

Longman
12-20-2002, 11:56 PM
Originally posted by fleetwood64
:buttrock: i worked that game and they were around 800polys

Maybe you left out a "0" ?

800 would be in the realm of 32X and Jaguar...

stevej2k
12-21-2002, 01:38 PM
it cant be 800, what about the sequences where you see her face???

theres the face model
plus armour
plus any add on armour she has


or are they just using a different model for cutscene sequences...actually yeah that makes sence.

actually thinking about it. 800 seems like a fair amount. think about it, how many times to you actually see her while you are playing....only as your changing to and from the morphball. and thats only for a second or 2.


anyone from retro around??? care to share you secrets? about models and landscapes.

a little bit of insight into an amazingly solid game and its development would be most appreciated. :thumbsup:

KingMob
12-25-2002, 08:33 PM
800 would be like quake 1 style...

if that the case with metroid then wow, cause that game looks great.

some serious bump mapping :)

kydjester
12-29-2002, 03:59 PM
i personally care about Metal Gear Solid 2 poly count . Those character are so DAM well done it's really ashamed that they animated those in REAL TIME with almost 0 loading time between cut scenes .

sic1
01-02-2003, 05:42 PM
Originally posted by KingMob
800 would be like quake 1 style...

Actually... character models were around:
Quake 1 was around 300-400
Half-Life (based upon Quake1): 400-1250+
Quake2: 600-900+
Quake3: 800-1200+

Unreal Tournament: 700-1000+
Unreal Tournament 2003: 2500-4000+

Doom III: 3000-5500+
(although much of the eye candy that you see is the result of higher poly models, thanks to normal maps)

These values are not set in stone, but they are simply an average of what was used in the above games. Obviously people are constantly pushing the limits of these poor engines (HL was not built to render 100k+ polys @ 60fps; unlike the UT2003 engine)

Alas, the limits will always be raised by someone :)

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