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How many polygons will be used in Next Gen character models?
- Feb 27, 2013 4:34 pm GMT
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It depends on too many factors really. Type of game, type of camera, visual style, hero character, secondary character, random npc, clothing/armor, etc. etc...
I find that anything past 100k really starts diminishing unless you're going for extreme close ups. At a distant camera like in most action games where you view the full figure of your character anything over 50k is overkill as normal maps can carry the detail very well in that range.
I doubt character geometry will see a huge boost tbh. For close up lod's, yes they'll be heavy compared to what we have now, but in most situations they'll only see minor increases.
Texture res will likely double or quadruple though and when it comes to game models that is where all your details really come from.
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- Feb 27, 2013 4:34 pm GMT
And the award for most pointless topic of the year goes to...this one!
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- [QUOTE="finalstar2007"]
[QUOTE="clyde46"][QUOTE="finalstar2007"]
da fuq is a polygon?
[/QUOTE] And you call yourself a Cow.[/QUOTE]
Im a gamer, i just game i dont care for the nerdy stuff :P
seriously sonys presentation when they talked about the specs i was like da fuq all this means da whole time :P.. till they showed UI and the games then im like thats how it should be :P
[/QUOTE] A polygon is a shape, video games are usually built out of triangles, the TC was wondering how many triangles will be used to create the meshes for next generation character models.- Please wait. Quick reply will be available shortly.
- Feb 27, 2013 4:40 pm GMT------------------------------------
[QUOTE="15strong"][QUOTE="naz99"]
By comparison Star citizens player models will have around 100,000 polygons
[/QUOTE]
Excessive much. A normal or bump map would do the trick.
[/QUOTE] Bump Map is sooooo last gen, And it looks ridiculous from a different angle, A polygon model would look the same from every angle, Also you should have said Normal Map instead of Bump Map.- Please wait. Quick reply will be available shortly.
- Feb 27, 2013 4:50 pm GMT
A lot.
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- Feb 27, 2013 4:53 pm GMT
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[QUOTE="faizan_faizan"][QUOTE="15strong"]
[QUOTE="naz99"]
By comparison Star citizens player models will have around 100,000 polygons
[/QUOTE]
Excessive much. A normal or bump map would do the trick.
[/QUOTE] Bump Map is sooooo last gen, And it looks ridiculous from a different angle, A polygon model would look the same from every angle, Also you should have said Normal Map instead of Bump Map.[/QUOTE]
You're right, normals do carry most of the workload, but bump maps are still used in tandem with Normal maps. Even in film when all your high res organic models are using displacements we still use normal maps and grey scale bump maps to achieve the final effect (along with displacements of course).
And honestly 100k still isnt very high. Normal maps are still absolutely necessary even at that poly count. In order to get details like pores, fine wrinkes and cross hatching in skin using pure geometry you would have to be working with at least 3 million polygons.
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- Feb 27, 2013 4:57 pm GMT
It won't matter too much. We're never going to see the progress of going from PS1 to PS2 polygons. 100,000 polygons will not look twice as good as 50,000 polygons.- Please wait. Quick reply will be available shortly.
- Feb 27, 2013 5:01 pm GMT
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[QUOTE="tagyhag"]It won't matter too much. We're never going to see the progress of going from PS1 to PS2 polygons. 100,000 polygons will not look twice as good as 50,000 polygons.[/QUOTE]
Yeah the biggest jumps have been made. In-game geometry does have room for improvement, but the returns are obviously diminished. Animation, lighting and shaders are the areas that truly have room to impress going forward.
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- Feb 27, 2013 5:02 pm GMTxbox one
one game per console
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price
arm
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first born40k
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- Feb 27, 2013 5:02 pm GMT

I'd say at least 10 bazillion.
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- Feb 27, 2013 5:08 pm GMT
Not too much more than the amount in current gen models.
Any more is a complete waste, we actually have pretty good looking models on some PS3 and 360 games.
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- Feb 27, 2013 5:13 pm GMTa million.
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- Feb 27, 2013 5:14 pm GMT------------------------------------
Near 50k.- Please wait. Quick reply will be available shortly.
- Feb 27, 2013 5:18 pm GMT
I think Kratos in GOW3 is around 20k poly's, so i'd say around 50k poly's is the most any model should ever be.
Not too long ago I was reading a blog on a guy that's just starting in modeling and he made a 50k model, it looked kind of like the girl in Heavenly sword, anyways this 50k model from this beginner looked really really good.
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- Feb 27, 2013 5:29 pm GMT
[QUOTE="ferret-gamer"][QUOTE="finalstar2007"]
[QUOTE="clyde46"] And you call yourself a Cow.[/QUOTE]
Im a gamer, i just game i dont care for the nerdy stuff :P
seriously sonys presentation when they talked about the specs i was like da fuq all this means da whole time :P.. till they showed UI and the games then im like thats how it should be :P
[/QUOTE] A polygon is a shape, video games are usually built out of triangles, the TC was wondering how many triangles will be used to create the meshes for next generation character models.[/QUOTE]
triangles? wow.. good thing we got developers to make us these things
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- Feb 27, 2013 5:29 pm GMT
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[QUOTE="Chozofication"]
I think Kratos in GOW3 is around 20k poly's, so i'd say around 50k poly's is the most any model should ever be.
Not too long ago I was reading a blog on a guy that's just starting in modeling and he made a 50k model, it looked kind of like the girl in Heavenly sword, anyways this 50k model from this beginner looked really really good.
[/QUOTE]
Most models for the more "realistic" looking characters and creatures actually go well into the millions before being wrapped in a game res mesh. This has been the workflow for about 8 years now. Sculpt the model up to extreme detail so you know it looks good. Then build a game res mesh around it and bake all the details down to texture maps.
And this workflow has become very efficient. Its amazing what even a beginner can pull off like you said.
And the good thing is that all these character and creature artists already have experience building models way beyond what gaming hardware can handle. So they don't even have to learn anything new as the hardware gets better.
- Please wait. Quick reply will be available shortly.
- Feb 27, 2013 5:31 pm GMT
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[QUOTE="finalstar2007"]
[QUOTE="ferret-gamer"][QUOTE="finalstar2007"]
Im a gamer, i just game i dont care for the nerdy stuff :P
seriously sonys presentation when they talked about the specs i was like da fuq all this means da whole time :P.. till they showed UI and the games then im like thats how it should be :P
[/QUOTE] A polygon is a shape, video games are usually built out of triangles, the TC was wondering how many triangles will be used to create the meshes for next generation character models.[/QUOTE]
triangles? wow.. good thing we got developers to make us these things
[/QUOTE]
Its not as bad as it sounds. It used to be f*cking miserable (long before I got into 3d modeling luckily), but these days we are spoiled. Its still difficult, but the tools out there are just great. Trust me, its not like some guy is out there building these models one triangle at a time lol. That would be terrible!
- Please wait. Quick reply will be available shortly.
- Feb 27, 2013 5:34 pm GMT
[QUOTE="Wiimotefan"]
[QUOTE="Chozofication"]
I think Kratos in GOW3 is around 20k poly's, so i'd say around 50k poly's is the most any model should ever be.
Not too long ago I was reading a blog on a guy that's just starting in modeling and he made a 50k model, it looked kind of like the girl in Heavenly sword, anyways this 50k model from this beginner looked really really good.
[/QUOTE]
Most models for the more "realistic" looking characters and creatures actually go well into the millions before being wrapped in a game res mesh. This has been the workflow for about 8 years now. Sculpt the model up to extreme detail so you know it looks good. Then build a game res mesh around it and bake all the details down to texture maps.
And this workflow has become very efficient. Its amazing what even a beginner can pull off like you said.
And the good thing is that all these character and creature artists already have experience building models way beyond what gaming hardware can handle. So they don't even have to learn anything new as the hardware gets better.
[/QUOTE]
Yeah that makes a lot of sense. Most improvements in next gen games with regards to poly's will be NPC's and environment details, no more model grouping into a flat nasty texture on the ground. Forget what the technique is called but man is it nasty.
Games are going to have all the power they need from PS4 for the whole generation because of diminishing returns and how incredibly detailed they'll already look, i'm very excited.
- Please wait. Quick reply will be available shortly.
- Feb 27, 2013 5:34 pm GMT------------------------------------
[QUOTE="Wiimotefan"][QUOTE="finalstar2007"]
[QUOTE="ferret-gamer"] A polygon is a shape, video games are usually built out of triangles, the TC was wondering how many triangles will be used to create the meshes for next generation character models.[/QUOTE]
triangles? wow.. good thing we got developers to make us these things
[/QUOTE]
Its not as bad as it sounds. It used to be f*cking miserable (long before I got into 3d modeling luckily), but these days we are spoiled. Its still difficult, but the tools out there are just great. Trust me, its not like some guy is out there building these models one triangle at a time lol. That would be terrible!
[/QUOTE] This.- Please wait. Quick reply will be available shortly.
- Feb 27, 2013 5:43 pm GMT
[QUOTE="Wiimotefan"]
[QUOTE="finalstar2007"]
[QUOTE="ferret-gamer"] A polygon is a shape, video games are usually built out of triangles, the TC was wondering how many triangles will be used to create the meshes for next generation character models.[/QUOTE]
triangles? wow.. good thing we got developers to make us these things
[/QUOTE]
Its not as bad as it sounds. It used to be f*cking miserable (long before I got into 3d modeling luckily), but these days we are spoiled. Its still difficult, but the tools out there are just great. Trust me, its not like some guy is out there building these models one triangle at a time lol. That would be terrible!
[/QUOTE] Bit off topic, but are you a professional or a hobbyist? Reason I ask is that I used to do a bit of 3D modelling and it seemed pretty labour intensive to me. The options at the time for amateurs were things like Cinema 4D and 3ds Max neither of which exactly streamlined the process. Are any of the tools game developers and animators use available at the consumer level these days?
*Edit*
Just googled them and the same software's still being used, should change the question to has the workflow on these kind of modelling programmes improved significantly since 2004ish?
Was thinking about getting back into it, might play around with some of the free modelling software that's out there and see how things have changed :)
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