you can find a lot of info here: https://forum.beyond3d.com/threads/...-entry-with-interesting-numbers.39321/page-87
Is this true? Her in-game hair doesn't look like 100k polygons good as that's roughly the same count as Lara's hair in RoTR but Lara's hair is way rounder when moving.
Great link, thanks!you can find a lot of info here: https://forum.beyond3d.com/threads/...-entry-with-interesting-numbers.39321/page-87
Yeah that can't be right.
I know it's an actual quote from a Dev, but still.
Aloy probably takes the cake either way, but 100k triangles on hair alone..I just don't see it.
Mass Effect had some great looking character models too. Not sure what the polygon count is though.
Besides, i think it's all about skin shaders now. Both U4 and Horizon character models look stunning and i dont ever remember them saying them touting the poly count.
I didn't mean the physics itself, I meant that when the hair is flexed on Tomb raider it's usually very round but on Horizon you can make out the polygons, but I didn't thought of the volume and braids (is it really how it's called?) that surely add up.Lara's Hair is Tress Fx, so maybe totally different Tech used, also the volume of the hair is different for both the characters. And yes it is true as it comes from the Artist themselves.
Thunder Jaw in Horizon has 500k polygons alone. pretty sure that counts as a character.
I remember reading Raziel in Soul Reaver 2 was going to be made from 5000 polygons, and I think it even said that his character model in the first game had 500. The level of increased detail each gen is crazy. I bet Kratos in GOW3 had one of the highest counts last gen because he looked crazy detailed, and still looks very impressive in the remaster.
We are so far beyond 'Toy Story 2' in terms of aesthetics I honestly don't even know what the 'unreachable goal' is supposed to be anymore.
Beowulf is the next benchmark probablyI remember for a long time high polycounts was not considered something to be proud of due to inefficiency. But now with years of gaming modeling experience in the industry and the ability to push high poly count in real time the results have just been insane.
We are so far beyond 'Toy Story 2' in terms of aesthetics I honestly don't even know what the 'unreachable goal' is supposed to be anymore.
Realtime raytracing and 'perfect' AA
I imagine Drake's cutscene model or someone from UC4.
Saw someone on twitter say that 2B's butt has more polygons than the entirety of Ocarina of Time which really puts the evolution of video games into perspective.
I get how this is that next step, but it seems like such a boring goal compared to "looking like Toy Story". Its feels much more mechanical and its not immediately apparent unless you have side by side of the effect on and off especially since prebaked lighting has been nigh perfected (ie Frostbite).
Ill be back in 15 yearsRealtime Raytracing is never happening, ever. A very good compromised solution surely will.
Tekken 7 characters are around 60K polys IIRC
Man, you sure are itching to get to the bottom of this one.
I am more curious about the total polgons in OOT
Back-side culling.Saw someone on twitter say that 2B's butt has more polygons than
Get the resident GAF vagina detective on the case.
That's without his equipment right?Adult Link: 371 polys
I imagine Drake's cutscene model or someone from UC4.
Saw someone on twitter say that 2B's butt has more polygons than the entirety of Ocarina of Time which really puts the evolution of video games into perspective.
While my expertise is mostly in the virtual Ubisoft brand vaginas, I can hopefully shed some light on this issue.
https://blog.us.playstation.com/201...n-of-2b-by-nier-automatas-character-modeller/
This blog gives a rough estimation of 100,000 polys for PS4 character models which we can assume includes 2B.
From this concept art I estimate 2B's lower waist area to be around 20% of her total person. We must then estimate that around 2/3 of this area are the backside and constitute as pure butt. From these calculations we arrive at 13.33% for the rear endeture of the android known as 2B and can then conclude that 13.33% of 100,000 is 13,300 polygons.
That's without his equipment right?
Mario in Mario 64 was 700+ polys so Link's numbers seem too low to me.
The best part about these models is that everyone looked this good. I hate games where only the main character and a handful of characters look good but the rest look like shit.Code:[IMG]https://cdna.artstation.com/p/assets/images/images/005/767/064/large/horizon-character-art-teersa-turnaround.jpg?1493641067[/IMG] [IMG]https://cdna.artstation.com/p/assets/images/images/005/768/008/large/horizon-character-art-lansra-turnaround.jpg?1493646755[/IMG] [IMG]https://cdnb.artstation.com/p/assets/images/images/005/769/213/large/horizon-character-art-avx-portrait.jpg?1493653711[/IMG] [IMG]https://cdnb.artstation.com/p/assets/images/images/005/768/603/large/horizon-character-art-erend-turnaround.jpg?1493650568[/IMG] [IMG]https://cdna.artstation.com/p/assets/images/images/005/768/464/large/horizon-character-art-rost-turnaround.jpg?1493649553[/IMG]
I think they all are around 300-500K
Code:[IMG]https://cdna.artstation.com/p/assets/images/images/005/767/064/large/horizon-character-art-teersa-turnaround.jpg?1493641067[/IMG] [IMG]https://cdna.artstation.com/p/assets/images/images/005/768/008/large/horizon-character-art-lansra-turnaround.jpg?1493646755[/IMG] [IMG]https://cdnb.artstation.com/p/assets/images/images/005/769/213/large/horizon-character-art-avx-portrait.jpg?1493653711[/IMG] [IMG]https://cdnb.artstation.com/p/assets/images/images/005/768/603/large/horizon-character-art-erend-turnaround.jpg?1493650568[/IMG] [IMG]https://cdna.artstation.com/p/assets/images/images/005/768/464/large/horizon-character-art-rost-turnaround.jpg?1493649553[/IMG]
I think they all are around 300-500K
Whaaat? Naahh man. 2B's bum is easily over 50% of her total polygon count. Prolly just under 70%. Literally takes up my whole screen though.
I hope noone's seriously buying the whole "2B's butt has a higher polycount than the entirety of OoT" thing unsourced.
YupHmm, searching around the most detailed real time character model may be WITCH CHAPTER 0 from Microsoft/Square Enix's Direct X 12 demo.
She had 11 Million polygons from her hair to body.
6 Million polys in the hair and 2 million polys in the feathers alone.
It also took 4 Titan Xs to run, haha.
But this is not surprising Ocarina of time looked like assI imagine Drake's cutscene model or someone from UC4.
Saw someone on twitter say that 2B's butt has more polygons than the entirety of Ocarina of Time which really puts the evolution of video games into perspective.
Yup
Next next gen can't come soon enough.
I really hope next gen is stuff like this at 1080p rather than what we got now at 4k.