View Full Version : Game Character, Number of faces or triangles?
Tyros 07-11-2007, 07:06 PM Hi guys.....
Anyone know more os less the quantity of polygons (nš )faces for a character in actual games XBox360 or ps2 ?
I say.......Whole character.
best
tyros
| |
DillonBarba
07-11-2007, 09:36 PM
Depends on how many duplicates of this character will be on the screen at once.
if its a main character (one), id go with 6000-7000
otherwise stick with 4000-5000
Polygons counts for some of the Half-Life 2 characters:
* Soldiers: 4682
* Police: 3852
* Resistance: 4976
* Zombie: 4290
* Helicopter: 6415
* Strider: 6444
* Alyx: 8323
There are no fixed rules in determining how many polygons you use in your model, or how much texture resolution you'll use in your materials. There are upper limits of engine capability, (10,000 polygons/model, 17,433 vertices and 2048 texture size) but these aren't usually going to be what you're shooting for. You'll need to consider how many of the character, vehicle, or prop you're making will be on screen. If you'd like dozens of them on screen at any given time, you'll have a different budget than if you'd only like to see one of them ever on screen at a time. With humanoid characters, especially for multiplayer use, you shouldn't need to go over 4000 polygons to get a character that has enough detail to accurately describe the form, bend properly at the joints, and have enough edges to light properly. Of course you can have more than that, but with normal mapping, and high res textures, you shouldn't really need to.
__________________________________________________ _____
http://developer.valvesoftware.com/...eation_Overview (http://developer.valvesoftware.com/wiki/Model_Creation_Overview)
Tyros
07-12-2007, 12:19 AM
DillonBarba, MANY thanks for your reply:beer: .
I got the honor to receive your first post:wavey: .
Now I know how aim my characters
I will check your link as well.
Thanks
best
Tyros
PredatorGSR
07-16-2007, 05:26 AM
I'm a character modeler for an hl2 mod, and our characters are typically between 5000-6500, with 1024 body and 1024/512 head textures. When modeling human characters with clothes, its hard to see a need to go more than that as long as you are using normal maps.
djdna
07-17-2007, 03:28 PM
forgive me if im wrong, but surely an xbox360 game character could use at least something like 10 times more polys than a ps2 game tho?
which i guess means if a normal ps2 character is 4000-5000 polys, then xbox360 must surely be closer to 40,000 (or at least much higher than 4000-5000) polys per model?
im just guessing at numbers here, but im just trying to point out that a normal xbox360 game will use much higher poly counts than ps console can handle, esspecially as ps2 had the worst graphics of last gen consoles.... and xbox360 currently has the best graphics of this generations consoles
stewartjones
07-17-2007, 05:46 PM
forgive me if im wrong, but surely an xbox360 game character could use at least something like 10 times more polys than a ps2 game tho?
which i guess means if a normal ps2 character is 4000-5000 polys, then xbox360 must surely be closer to 40,000 (or at least much higher than 4000-5000) polys per model?
im just guessing at numbers here, but im just trying to point out that a normal xbox360 game will use much higher poly counts than ps console can handle, esspecially as ps2 had the worst graphics of last gen consoles.... and xbox360 currently has the best graphics of this generations consoles
40k poly count? You're looking more at commercials for that sort of count.
For next gen keeping around the 10k mark is a good idea I think. You have to remember this is real time, and more polys = more memory useage, more cpu useage etc. Add in an expansive enviornment, dynamics, particles, vfx and more... You're looking at trying to get a lot out of a system. Then you have to think about the disc size, if it's xbox360, you only have a DVD to get all that data onto it, including textures etc.
That's just my thoughts on things of course! :)
CGTalk Moderation
07-17-2007, 05:46 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2009, Jelsoft Enterprises Ltd.