No, a polygon is just a shape made with 3 or more points with lines between. In game engines, any face(that is a foursided polygon, which you should be modeling to keep good topology) is triangulated into a three-sided polygon. Hence in games one count a polygon as a triangle. If it was for rendering a polygon could mean both three- and four-sided polygons. In the end it is all up to the artist to try to use as few polygons as possible to make the greatest art possible so that the game engine runs as fast as possible.[QUOTE="trasherhead"][QUOTE="_Matt_"]
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40,000 polygons = 80,000 triangles which is almost the same as the main character in Ryse for just an enemy soldier...
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generally game engines work with either polygons or tris. If they say polygons in polygon budgets they primarily refer to polygons as 4 sided shapes, and will specifiy tris if they are referring to 3 sided polygons.
All game engines triangulate 3d moddels. Anyone talking about polycount in a game engine is(or at least should) talking about triangles. Because quads(polys with 4 sides) are what is preferred in 3d moddeling softwares to keep good topology. This is why we have to keep an eye on our triangle count when making models for games. There is a lot of mixing and matching with the terms and when talking about 3d moddels in general specifying tris instead of quads is helpful, but in games it is just tris and thus a poly in a game engine context is a triangle.edit: Semantics discussion ftw! :P
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