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میخواستم بدونم که مدل کاراکتر اصلی برای یک بازی PC که میخوایم تو UDK بسازیم، حدودا چند تا poly باید داشته باشه؟
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I stumbled upon an interesting blog entry from Rick Stirling, a character artist, about the polycount of game character models. This post is interesting since it quotes some approximate numbers for the models.
Here are some examples that caught my eye:
Gears of War, Xbox 360, 2006
Wretch - 10,000 polygons with diffuse, specular and normal maps
Boomer - 11,000 polygons with diffuse, specular and normal maps
Marcus - 15,000 polygons with diffuse, specular and normal maps
GTA San Andreas, PS2, 2004
Characters - 2,000 polygons with 1 256×256 8bit texture
NPCs - 1,200 polygons with 1 256×128 8bit texture
Halflife 2, PC, 2004
Alyx Vance - 8323 polygons
Barney - 5922 polygons
Combine Soldier - 4682 polygons
Classic Headcrab - 1690 polygons
SMG - 2854 polygons (with arms)
Pistol - 2268 polygons (with arms)
Halo, Xbox, 2001
Masterchief - 2,000 polygons
Metal Gear Solid 3: Snake Eater, Gamecube, 2005 (Small mistake here, it's not on GC but PS2)
Snake - 4,000 polygons
Resident Evil 4, Gamecube, 2005
Leon - 10,000 polygons
Jak & Daxter, PS2, 2001
Jak - 4000 polygons
Jak II, PS2, 2003
Jak - 10,000 polygons*
Lost planet, X360/PC, 2007
Wayne - 12392 polygons (but finally 17765 polygons for compatibility with motion blur effect)
VS robot - 30-40K polygons
Background - ~500K polygons
Peak number of polygons per frame - ~ 3 million**
Dead Rising, X360, 2006
Peak number of polygons per frame - ~ 4 million**
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 - ~ 60k polygons
Dead or Alive series, Xbox, 2001-2004
Character - ~10k
Vitua Fighter 5, Arcade/PS3/X360, 2006
Character - ~40k with diffuse, specular and normal maps
Background - 100K - 300K polygons
Medal of Honour: Allied Assault, PC, 2002
Character - 4096 polygons
Project Gotham Racing 3, X360, 2005
Cars - 80K-100K polygons (interior + exterior), damages add between 10K and 20K more polygons per car
Gran Turismo 5: Prologue, PS3, 2007
Cars - 200K polygons (probably interior + exterior)
Midnight Club, Xbox360/PS3, 2007
Cars - 100K polygons
Gran Turismo 3, PS2, 2001
Cars - ~2K-4K polygons
Gran Turismo 4, PS2, 2004
Cars - ~2k-5K polygons
Lair, PS3, 2007
Main dragon plus its rider - 150K polygons
16x16KM scene - 134M polygons (streamed into memory, not loaded at run time)
*Might be a cut-scene model
**No precisions whether it's actual rendered polygons or just the number of polygons sent to transform, pre Z-pass and culling.
It has always been interesting to me to see how many polygons were used on a certain game model. It's trivia, in most case, but I like these graphics related trivial tidbits.