View Full Version : Poly Count?
CG_TROG 01-29-2003, 04:53 AM As this is my first message I'd just like to say a very big HELLOOO to everyone, as I feel extremely honoured being amongst you all.
Ok back to my question. I know its probably something I should already know, but as I am still just an amateur, I was just wondering if anyone could possibly tell me roughly, what would be a sensible polygon count for constructing a character for real time gaming. I have modelled a few characters in the past, but just for animation purposes so havent really worried too much about the geometry size. As I am going to apply for a job a a games production company, I think it would be a great help if I knew the answer to this question. Thanks in advance. Bye. :wavey:
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Projectkmo
01-29-2003, 05:03 AM
while not an exact anwser... I'd look at
www.polycount.com
or
http://www.planetquake.com/polycount/
should take you to the same place though
Check out all the Models and their descriptions etc... there will be info on their individual Polycounts etc... theres Sections for UT2k3...JK...Quake and more etc... it might give you an idea as to the Min and Max usd in the various games.... or in the Models people make. Also Sign up for the Forums there too. Great info there aswell.
CG_TROG
01-29-2003, 05:12 AM
Just wanna say thanks for your reply, as it is much appreciated. I'll check out those sites right away. Thanks again.:thumbsup:
boywonder
02-02-2003, 09:07 AM
It depends much on what is your target computer. I am creating a game (using DirectX7) and our benhmarker says that one gig machine with decent video card could show 40 characters (700 poly each) pretty well. So if the poly count is about 3000 I roughly could say that then there could be like 10 characters simultaneously on screen.
Very rough estimation, but hopefully this gives you some aid.
fproto
02-02-2003, 05:18 PM
:twisted:
hello.
this is also my first post, but blah anyways.
i think a very hard technique to master is to
have the proper number of polygons in all
areas of the mesh. i'm a beginner in
3ds max, but i've modelled in free software
since i was 10 :p.
so right now i'm having trouble trying to
figure out which part of my model needs
more polygons to look better. my current
polycount is 890. i've seen superrealistic
models with only 670 polygons.
no matter how hard i try, it seems impossible
to make my model realistic. what details or
features should i relinquish? what features
should i add?
any help is highly appreciated :D.
thanks in advance :wavey:.
Remember that much of the detail in low-poly models comes from the texturing... id software have Kenneth Scott who is one of the best texture artists in the industry, and for Q3a, they had Paul Steed who was an extremely efficient low-poly modeler.
Even most the detail in the new Doom is faked via textures with their new tech :D (Although the polycount is probably quite high, too)
fproto
02-02-2003, 11:26 PM
i just have no idea whether i need fingers or not
for the main character of my rpg ... :shrug:
i've reduced the polycount to 866, and the fingers
look great, but i just have no idea whether it makes
a difference without fingers... :shrug:
...
:shrug: :shrug: :shrug: :shrug:
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