I was discussing the cost of AAA games with a software engineer, and he said this:
-
“Major game companies don’t use Polygons to model 3D assets. They use much faster 3D technology.”
-
I said “What do you mean they don’t use polygons to model? Don’t they use Max, Maya, Modo, ZBrush and so forth to model the 3D game assets?”
-
He said “Fifteen years ago a major game developer hired me to program them an algorithm that takes NURBS, voxels, pointclouds, volumes and other non-polygon 3D models and auto-converts to clean triangle polygon topology for use in 3D games. Modeling all the assets in game with polygons would take way too much time, money and manpower. Its too slow and expensive. The big game development guys thus avoid polygon modeling wherever possible.”
I’m stunned by this information. Are we being sold expensive, slow polygon tools like 3DMax, Maya and so forth while the big guys use much faster non-polygon 3D asset creation tools and just hit convert-to-poly ???
Does anyone here know more about this ??? Precisely what technology do big game developers use to 3D model their stuff ??? Is it proprietary in-house volumetric 3D modeling tools and such that auto-convert to polygons when needed?

