Saturday, 3 March 2012

Modelling/polygon research

A few quick models built in maya and chucked into a scene to try and give a rough idea of what i want....realisticly i want more models in the market i want little details which make you look and go 
Wow!!!!!!























Now since im doing an enviroment i have to look at the polycount which it needs to have since its for a film its allowed to be higher then a game enviroment but to give you a understanding of what a enviroment has you first look at games and see how many polygons it takes to make things on there.

Jak & Daxter, PS2, 2001
Jak - 4000 polygons

 Jak II, PS2, 2003
Jak - 10,000 polygons*

The Legend of Zelda: The Wind Waker, GC, 2002
Link - 2800 polygons

The Legend of Zelda: Twilight Princess, GC/Wii, 2006
Link - 6900 polygons

Super Mario Sunshine, GC, 2002
Mario - 1500 polygons
Levels - ~ 60,000 polygons

Half-Life, Dreamcast, 2000-2001 (Canned)
Zombie - 1649 polygons

Half-Life, PS2, 2001
Zombie - 2822 (Highest LOD)

Uncharted: Drake's Fortune, PS3, 2007
Main characters - ~20,000-30,000 polygons
Drake - ~30,000 polygons
Pirates - ~12,000-15,000 polygons

Crysis, PC, 2007
Nano-suit character - 67,000 polygons (uncertain whether it's an in-game model or not)*
Characters' heads - ~2500-3000 polygons
Characters' bodies - ~5000 polygons

taking these into account and the fact these are used in the real world i think i can be try and model around these kind of numbers it may be for a short film but its not gonna be for a world class film, so i can safely work round these numbers and use this knowledge to help me obtain a job.



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