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#1 |
Full Access Member
Join Date: Apr 2003
Location: Hampshire, UK
Posts: 362
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Hi everybody
If I am wanting to create a game model for PS 2, X-box and GameCube platforms, how many polys should I be aiming for, it is just that when I get started, I get a bit carried away ![]() Dae ![]()
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"I THINK, THEREFORE I AM" René*„escartes |
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#2 |
Full Access Member
Join Date: Apr 2003
Location: Sweden
Posts: 31
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I have done some lowpoly modeling for game mods. Mostly Half-life and UT2003.
The polycount depends on what the model will be used for. In FPS games my wepon models have been 800 - 1000 tri polys. Dont forget game models must be 3 point polys only. If the model is shown often in the game whit other models and it self, then you should keep it as low poly as you can. |
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#3 |
Registered Member
Join Date: Mar 2003
Posts: 32
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The maximum PolyCount per model and maximum texture resolution depends on the game engine. So read the specifications of the engine first.
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#4 |
Registered Member
Join Date: Jan 2003
Posts: 148
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I'm working on a current xbox title for argonaut, and we have been working to 10k polys for hero objects, 2k for non-hero, and 100 for very lowdetail distant stuff. Characters are ranging between 4k and 7k, and vehicles between 8k and 12k.
Textures are critical in adding detail, and a careful mix of the 2 gives wicked results. We mostly use hi-def models as the texture source for the realtime with rendered in shadows in corners, nooks etc.... For anyone interested, check us out at E3. Look for POWERDROME ![]() Cheers Craig
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Craig A Clark Ark VFX Ltd | Sheffield | UK www.arkvfx.net | www.f-nine.co.uk | www.pbase.com/caclark/ |
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#5 |
Full Access Member
Join Date: Apr 2003
Location: Hampshire, UK
Posts: 362
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Thanks to all who answered my question, I now know more or less the number of polys that I should say between to achieve a game model.
Thanks Dae
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"I THINK, THEREFORE I AM" René*„escartes |
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