View Full Version : Poly counts
09 September 2003, 07:59 PM
iv spent several months creating 450 poly count characters. i was informed that hitting 400 would be impressive.
ofcourse, that amount of detail makes for terrible skinning. Not to mention no matter how good the textures, you wont bring up detail when figures have hard corners.
so anyway i see "low" counts going around 1200, should i just scrap the notion of 400's?
09 September 2003, 08:35 PM
There is no ultimate polycount because there are too many factors involved: type of game, engine, number of characters on screen, etc.
For example, the polycounts for a first person shooter nowadays are easily 3000+, but for a realtime strategy game with 100's of units on screen you'd be lucky to have 400 polys.
09 September 2003, 09:27 PM
unerstood. but, what im getting at is making 400 poly characters wont do my portfolio anygood?
bc it just cant look impressive..(good.. but not amazing)
09 September 2003, 11:07 PM
you should concentrate your portfolio on the types of games you want to make...if you want to make quake, then you will need to model much higher..cause thier next gen work is using normal maps...which pretty much requires movie quality high res models as the base... most games these days will use 3000 and over..if not a ton more...but if you want to make RTS's..then go for 400...up to you really...
09 September 2003, 11:33 AM
I wouldn't put 400 poly characters in my portfolio, since they are usually small on the screen (like in rts games), and in your portfolio they can be viewed in every detail. You want to impress with your characters so go for the 1000+. If you show you can do 1000+ characters, 400 won't be more difficult I guess.
11 November 2003, 12:21 AM
I most certainly WOULD put 450 poly characters in if they are good. an art director is going to really appreciate someone who can work to a tight polycount if they have to.
Now Im not suggesting thats ALL you should put in, you want fancy stuff too.
11 November 2003, 05:10 AM
I think that if you could get 500 small figures move in realtime on the sceen (screengrab the viewport or something) would be quite impressive.
don't zoom in on those little fellas though :D
01 January 2006, 04:00 AM
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