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Poly counts for in-game models...

Started by October 10, 2001 09:12 PM
5 comments, last by Fire_Man_Fred 23 years, 1 month ago
First question is do you work for a REAL game company; If you do....then what would you say the norm is for: A main character in an action(platformer) game? Boss characters in the same typ of game? A car model? I''m putting together a portfolio and I''m not sure what they want for low poly....let me know what the norm is. Please! ThanX Hi I''''m that guy that you see every time you look in the rearview mirror....not really.
Hi I''m that guy that you see every time you look in the rearview mirror....not really.
Used to....



Didn''t work on 3d per se'', but heard it was around 2000 polys.

Probably the same, lower enemies would be less.

Don''t know about vehicles.
I AM the ultimate lifeform!
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Used to....



Didn't work on 3d per se', but heard it was around 2000 polys(for next gen). Much less otherwise.

Probably the same, lower enemies would be less.

Don't know about vehicles.

Edited by - XandGash on October 11, 2001 9:02:42 PM
I AM the ultimate lifeform!
yes

there is no real "norm" for 3d models, it depends on the engine and the view setup you are using (in a fps where you run through tunnels you can obviously have higher polycounts than in games with large outdoor areas).

For your portfolio (characters) I would start out with about 500 (you have to do most of the work with textures), which is still common for some games, and go as high as 1500 (maybe 2000).
Be sure to add a few faces (not exactly low poly anymore, but some can be done in real-time), they can be 5000+.

How about making two models for each subject you choose? Make one with as few polys as possible, and another with as many as you think it needs to look good.
I am not in a professional game compnay, but we use ~1100 polygones for our main heroine Amber Hawke. Here''s an very old picture of her (now she has facial anim, improved mesh and a better skin):



Our Project: http://www.EdenEclipse.com

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Beren Baumgartner < alias "§oµlmas+eR" >
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I don''t work for a game company, but here is a quote from aceshardware.com about an upcoming game called Outcast II: The Lost Paradise.

"Cutter Slade has been upgraded from his previous polygonal incarnation in Outcast with an insane amount of polygon. Thanks to the power of the vector units (PS2) and hardware T&L (PC), Cutter now features around 4500 triangles (12000 rendered with stripping, skinning and multipass) compared with the original 850 in Outcast1. The number of bones have also raised dramatically going from 23 in Outcast1 to 78 in Outcast2."

Many games started in the future will use a least this many polygons. Hardware is getting very fast.

I like Hase''s suggestion about two versions of the model. Remember game companies also use cutscenes a lot which are generally a lot more polygons than the real time engine supports.

Good luck in your job hunt.

--
http://www.3dcgi.com/
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yep

-The actual polycount for in game models ranges from 900 to around 1400. That goes for games already on the market or the ones that have been for longer time in production and should be released ''soon''.

-Next gen games for next year should have poly counts from around 1400 - 10000 depending on the engine and game type ...2000-3000 polys is a good average count for coming games.

-Boss models and generally special chars can sure have some higher poly count (within the given limits) but you have to take the world architecture into consideration. If the level around a boss has already a lot of detail or if the character is supposed to appear in larger groups then the poly count should be lower.
Important at the end of the day is to keep the given max poly count that can be seen in a scene.

uhm well ...i''d go with 1000 polys for lowpoly, +-200 polys.
Just use all the polys wisely, basically try to get the best results with the less polys, that''s what matters for a portfolio.
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