View Full Version : Low/Med/High poly face counts are...?
WonderWolf Drew 04-22-2003, 10:24 PM I'm into 3D modelling for the computer games industry and I know that a couple of years ago the generally accepted rule about poly counts for characters is that 3000, 5000, 7000 faces constitute as low, medium and high polygon models respectively (on the generous side).
Now, the seasons turn. Processing power almost doubles. New platforms with new jiggery-pokery surface. And the foresaid benchmark for the number of faces poly models are comprised of is raised as the past has proved.
I've heard tentative guesses that the numbers now begin around 5000, moving up to 7000 and then 9000. But I'd really appreciate it if anyone in the know could tell me what the actual industry standard is these days. I'd hate to go for a job somewhere and someone to tell me that I can't do low poly modells cos they all begin at 5000.
Cheers for reading, anyhoo!
WW
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metal me solid
04-22-2003, 10:49 PM
i dont think a PC game will handle 9000 poly chars.. thats more for consoles.. since ppl have diffrent PCs so they have to limit the models so a lot of ppl can play it, without having to upgrade their PC.. i think main chars take up like, 4000, and NPCs just like 2500, not much really, ask ****.. GOD GOD GOD GOD.. ok.. suwwy..
i think those are a little high for game models
ut2k3 uses 3000 poly models and that sometimes goes up to 4500 but rarely over(that i have seen)
i dont think anyone will really complain if you make a model with a lower polycount then expected, but hey thats just me(you can always add details :p )
The number of polys varies and can be worked out from the number the game engine allows on screen at a time minus the number used for the background (everything other than characters) divided by the number of characters. so on a fighting game it may bee 100000 minus 50000 for the background devided by 2 so 25000 per character. wheras in U2k3 it would be about 100000 minus 66000 divide by 10 so 3000, in games like command and con... generals it goes down as low 150 per character. note all of these are the highest detail settings and go down from there (ie the amount the modeller uses to make the model and not necessarily the amount seen on on a minimum spec machine after auto LOD etc).
Generally if its a fighting or volyball game try 20k for a fps (published this year) try 3-4k and for a rts/rpg (warcraft) try 500-1000.
tpe
tpe - you bet me to that one, I was about to say the same thing, good thing I read all teh posts first.
WonderWolf Drew - It is really best if you do models as low poly as posable then add details as needed to get the desired effect and to keep the model small. So a model that has 1500 polies and some very nice textures with almost always be better that a 5000 poly model that looks almost identical. Reason being that the performace and system resourches used will be much more optimal. Doesn't mean the system would run higher poly models but they do tend to slow things down quit a lot, even in the super fast PC's of today.
WonderWolf Drew
04-23-2003, 02:38 PM
Thanks guys, this really helps. I've seen a wireframe for Lara Croft in the new game and i was supprised at how few polys she had. It seems that a general rule of thumb can't be applied as games/software houses all have thier own benchmark.
Cheers for the input! Looks like I'll be lowering my face counts in future projects. I guess I'll just have to become more focused on my texturing from now on. :rolleyes:
Much thanks,
WW
sumguy
04-24-2003, 03:31 AM
It depend on the technology based on the game design.
for example;
I'm working with the Millar Brothers on thier latest Warcrarft style RTS. for the PS2. The engine is called TRUTH, now with all the effect and dynamics and the HUGE amount of characters on screen at one time, a 1k poly count is very very large. (not to mention the bone count has to be kept very small.)
Now we have another game in house, using the same TRUTH engine for the PS2, now this game isn't an RTS, so it doesn't have 40 character entities running around the screen at once, generally there's only 4 visible at a time. So the characters are around 3k to 4k average. and the Huge bosses are like 10k.
does that make sense?
If your modeling for yourself. don't worry too much about the poly count. But also don't waste poly's either, (model clean) and if someone gives you a poly limit on a project, STICK TO IT ;)
And I just realized I'm repeating what other people have already said. :eek:
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