How many polygons will be used in Next Gen character models?

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mrmcygan

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#1 mrmcygan
Member since 2010 • 882 Posts

So how many polygons do you think will be used in nextgen character models?

 

Most current gen models use around 15,000-25,000

Marcus Fenix, 20,195 in Gears of War 2

Isaac Clarke - 21,595

John Marston - 14,980

Nathan Drake's Hair - 4,000


PS2 games used around 5000

Jak - 4000 polygons


PS1 games used around 300

Tomb Raider
(Lara)
TR1 - 230
TRIII - 300

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deactivated-59b71619573a1

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#2 deactivated-59b71619573a1
Member since 2007 • 38222 Posts

an 8GB GDDR5 amount of Polygons :cool:

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lx_theo

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#3 lx_theo
Member since 2010 • 6211 Posts

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#4 AmnesiaHaze
Member since 2008 • 5685 Posts

982479824986243984327

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Riadon2

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#5 Riadon2
Member since 2011 • 1598 Posts

an 8GB GDDR5 amount of Polygons :cool:

seanmcloughlin

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zarshack

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#6 zarshack
Member since 2009 • 9936 Posts

I would say standard models will probably be around 30k and i mean that for just general games and not ones that try to push character models super far for those i would say maybe 50k. That's a complete guess though and i have nothing to back it up nor do i intend to argue the point so don't quote me on it.

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wakefulness

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#7 wakefulness
Member since 2010 • 3989 Posts

Don't know abou poly's. 

 

But, there has recently been a lot of physicists publishing their works on hair and I think the fruits of their labor are being transplanted into games. 

 

 

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naz99

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#8 naz99
Member since 2002 • 2941 Posts

By comparison Star citizens player models will have around 100,000 polygons

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Badosh

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#9 Badosh
Member since 2011 • 12774 Posts
cazillions
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#10 jman1553
Member since 2009 • 1332 Posts
I'd say it's safe to say it'll be 2-3 times the amount as this current generation. The leap from PS1 to PS2 was around 16x, and the leap from PS2 to PS3 was around 4x. I'd like to say it's no longer about polygons- it's about shading, accurate lighting, particle effects, and physics.
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lundy86_4

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#11 lundy86_4
Member since 2003 • 61485 Posts

3ooo6t.jpg

.

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CanYouDiglt

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#12 CanYouDiglt
Member since 2009 • 8474 Posts
5 or 6
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#13 The_Game21x
Member since 2005 • 26440 Posts

A lot.

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finalstar2007

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#14 finalstar2007
Member since 2008 • 27952 Posts

da fuq is a polygon?

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clyde46

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#15 clyde46
Member since 2005 • 49061 Posts

da fuq is a polygon?

finalstar2007
And you call yourself a Cow.
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#16 StrongDeadlift
Member since 2010 • 6073 Posts

http://www.gamespot.com/news/naughty-dog-hiring-for-next-generation-6349023

http://www.lensoftruth.com/naughty-dog-hiring-artist-to-help-make-million-poly-models-game-ready/

http://www.polycount.com/forum/showthread.php?t=93625

 

A new job listing at Naughty Dog for a character artist states the studio is seeking a person to help build "next-gen games." Additionally, the requisition says this person will be expected to make "million-poly models game-ready."

 

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15strong

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#17 15strong
Member since 2007 • 2806 Posts

By comparison Star citizens player models will have around 100,000 polygons

naz99

Excessive much. A normal or bump map would do the trick.

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faizan_faizan

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#18 faizan_faizan
Member since 2009 • 7869 Posts
http://forum.beyond3d.com/showthread.php?t=43975
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finalstar2007

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#19 finalstar2007
Member since 2008 • 27952 Posts

[QUOTE="finalstar2007"]

da fuq is a polygon?

clyde46

And you call yourself a Cow.

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

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#20 Master_ShakeXXX
Member since 2008 • 13361 Posts

over 9000

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Wiimotefan

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#21 Wiimotefan
Member since 2010 • 4151 Posts

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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goblaa

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#22 goblaa
Member since 2006 • 19304 Posts

And the award for most pointless topic of the year goes to...this one!

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#23 deactivated-5cf4b2c19c4ab
Member since 2008 • 17476 Posts

[QUOTE="clyde46"][QUOTE="finalstar2007"]

da fuq is a polygon?

finalstar2007

And you call yourself a Cow.

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

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.
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faizan_faizan

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#24 faizan_faizan
Member since 2009 • 7869 Posts

[QUOTE="naz99"]

By comparison Star citizens player models will have around 100,000 polygons

15strong

Excessive much. A normal or bump map would do the trick.

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.
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Goyoshi12

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#25 Goyoshi12
Member since 2009 • 9687 Posts

A lot.

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Wiimotefan

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#26 Wiimotefan
Member since 2010 • 4151 Posts

[QUOTE="15strong"]

[QUOTE="naz99"]

By comparison Star citizens player models will have around 100,000 polygons

faizan_faizan

Excessive much. A normal or bump map would do the trick.

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.

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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tagyhag

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#27 tagyhag
Member since 2007 • 15874 Posts
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.
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Wiimotefan

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#28 Wiimotefan
Member since 2010 • 4151 Posts

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.tagyhag

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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mariokart64fan

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#29 mariokart64fan
Member since 2003 • 20828 Posts

40k

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#30 cain006
Member since 2008 • 8625 Posts

I'd say at least 10 bazillion.

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#31 deactivated-57d8401f17c55
Member since 2012 • 7221 Posts

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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Heil68

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#32 Heil68
Member since 2004 • 60714 Posts
a million.
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#33 faizan_faizan
Member since 2009 • 7869 Posts
Near 50k.
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#34 deactivated-57d8401f17c55
Member since 2012 • 7221 Posts

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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finalstar2007

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#35 finalstar2007
Member since 2008 • 27952 Posts

[QUOTE="finalstar2007"]

[QUOTE="clyde46"] And you call yourself a Cow.ferret-gamer

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

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.

triangles? wow.. good thing we got developers to make us these things

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#36 Wiimotefan
Member since 2010 • 4151 Posts

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.

Chozofication

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.

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#37 Wiimotefan
Member since 2010 • 4151 Posts

[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

finalstar2007

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.

triangles? wow.. good thing we got developers to make us these things

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!

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deactivated-57d8401f17c55

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#38 deactivated-57d8401f17c55
Member since 2012 • 7221 Posts

[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.

Wiimotefan

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.

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.

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#39 faizan_faizan
Member since 2009 • 7869 Posts

[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.Wiimotefan

triangles? wow.. good thing we got developers to make us these things

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!

This.
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#40 JamDev
Member since 2013 • 992 Posts

[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.Wiimotefan

triangles? wow.. good thing we got developers to make us these things

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!

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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Wiimotefan

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#41 Wiimotefan
Member since 2010 • 4151 Posts

[QUOTE="Wiimotefan"]

[QUOTE="finalstar2007"]

triangles? wow.. good thing we got developers to make us these things

JamDev

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!

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?

Professional (just barely!)  I started messing around in 3d about 3 or 4 years back, but I've only been working in the industry for about a year now.  Still getting my feet wet of course.

Its all labour intensive, but its gotten much better even in the short amount of time I've been doing this stuff.  The modeling tools in 3ds Max have made some big strides especially in the 2010 release with the graphite modeling toolset.  Zbrush however, is taking things to exciting new heights constantly.  You can actually work up designs in 3d now.  Its that fast.  I heard C4D is actually doing some killer stuff as well, but I never used it.

Consumer level, I guess you mean pricing?  Blender is free and its very cool.  Every bit as good as these 3,000 dollar programs.  Zbrush is still around 700 dollars and is very much worth every penny.  Modo is quickly becoming one of the better programs around and is still in the 1000 dollar range.  They all offer trial versions and student versions as well.  Sign up with Autodesk student and you can download all their software for up to three years I believe.

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#42 k2theswiss
Member since 2007 • 16599 Posts

BDD_DR_evil_12.16.08.jpg

100 BILLION

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#43 HaloPimp978
Member since 2005 • 7329 Posts

When you have 8GGDR just know its going to be epicness.

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way2funny

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#44 way2funny
Member since 2003 • 4570 Posts

Adding polygons to character models has hit diminishing returns, I wouldnt expect more than 2x that current gen

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#45 Pray_to_me
Member since 2011 • 4041 Posts

Around double or triple Crysis 3

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#46 JamDev
Member since 2013 • 992 Posts

[QUOTE="JamDev"][QUOTE="Wiimotefan"]

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!

Wiimotefan

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?

Professional (just barely!)  I started messing around in 3d about 3 or 4 years back, but I've only been working in the industry for about a year now.  Still getting my feet wet of course.

Its all labour intensive, but its gotten much better even in the short amount of time I've been doing this stuff.  The modeling tools in 3ds Max have made some big strides especially in the 2010 release with the graphite modeling toolset.  Zbrush however, is taking things to exciting new heights constantly.  You can actually work up designs in 3d now.  Its that fast.  I heard C4D is actually doing some killer stuff as well, but I never used it.

Consumer level, I guess you mean pricing?  Blender is free and its very cool.  Every bit as good as these 3,000 dollar programs.  Zbrush is still around 700 dollars and is very much worth every penny.  Modo is quickly becoming one of the better programs around and is still in the 1000 dollar range.  They all offer trial versions and student versions as well.  Sign up with Autodesk student and you can download all their software for up to three years I believe.

Cool thanks for the advice, I'll definitely check out Blender and see if I get the bug again before thinking about spending any money. Good to hear Zbrush is doing well, it was around in beta form when I was playing around with modelling. I had a trial version which was fun but fairly limited at the time, never felt I could produce anything useable with it but could see it had huge potential. Good luck with the modelling anyway, sounds like a fun way to make a living if you've got the patience and talent for it.
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#47 deactivated-57d8401f17c55
Member since 2012 • 7221 Posts

[QUOTE="JamDev"][QUOTE="Wiimotefan"]

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!

Wiimotefan

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?

Professional (just barely!)  I started messing around in 3d about 3 or 4 years back, but I've only been working in the industry for about a year now.  Still getting my feet wet of course.

Its all labour intensive, but its gotten much better even in the short amount of time I've been doing this stuff.  The modeling tools in 3ds Max have made some big strides especially in the 2010 release with the graphite modeling toolset.  Zbrush however, is taking things to exciting new heights constantly.  You can actually work up designs in 3d now.  Its that fast.  I heard C4D is actually doing some killer stuff as well, but I never used it.

Consumer level, I guess you mean pricing?  Blender is free and its very cool.  Every bit as good as these 3,000 dollar programs.  Zbrush is still around 700 dollars and is very much worth every penny.  Modo is quickly becoming one of the better programs around and is still in the 1000 dollar range.  They all offer trial versions and student versions as well.  Sign up with Autodesk student and you can download all their software for up to three years I believe.

Where do you work, if you don't mind me asking?

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naz99

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#48 naz99
Member since 2002 • 2941 Posts

[QUOTE="naz99"]

By comparison Star citizens player models will have around 100,000 polygons

15strong

Excessive much. A normal or bump map would do the trick.

Not really,a bump map wouldn't work because they are wearing flight suits and have helmets,flight suits with tubing and other items woven into it.

Str-Citizen1.jpg

star_cit_featured.jpg

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Wiimotefan

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#49 Wiimotefan
Member since 2010 • 4151 Posts

Where do you work, if you don't mind me asking?

Chozofication

I'll send you a PM.

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PSdual_wielder

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#50 PSdual_wielder
Member since 2003 • 10646 Posts

I think the most exciting part of all this is increasing texture resolution.  Going to something like 100k polys per character is just overkill.  For characters, polygon count is always higher in the face.  For body I'm guess the detail go to deformations first such as joints, and then wearable meshes such as deformable cloth and accessories.