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Which character model is currently using the most polygons?

eso76

Member
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.

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.
 

SlimySnake

Flashless at the Golden Globes
Thunder Jaw in Horizon has 500k polygons alone. pretty sure that counts as a character.

C-RVF6yXYAEhVH1.jpg


Mass Effect had some great looking character models too. Not sure what the polygon count is though.

C9qH3wzXUAAm3BX.jpg


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.

horizon-zerodawn-part2.jpg


city_06.jpg
 

shandy706

Member
Aren't Forzas highest LOD car models in the millions in Forza 6?

..or are we just talking human characters, haha?

HZD has to be pretty high I'm sure. I wonder what the polycount on the most advanced PC game character models is?

Edit** I'm playing through Until Dawn right now, for the first time. I'd like to know the count there too.
 

Calabi

Member
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.

Its probably partly using tesselation, graphics cards can throw around a lot of polygons now. I wont guess at how many exactly though.
 

Fliesen

Member
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 agree. This generation of games has brought us character models with really great skin shaders. Visible pores, semi translucent skin, etc. - It's not (just) the polygons that make Nathan Drake look lifelike.

Of course, those Horizon models are incredibly detailed, too. super impressive.
 

shandy706

Member
Hmm, 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.
 
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.
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.
 
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.
 

Piers

Member
Thunder Jaw in Horizon has 500k polygons alone. pretty sure that counts as a character.

C-RVF6yXYAEhVH1.jpg

Intricately following every minute detail from illustration to model must of been an absolute chore.
Or hell, doing every angle of that in illustration must of been worse.
 

sn00zer

Member
I 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.
 
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.

Thought I'd see what I could find and this was surprising:

"Kratos himself is an extremely detailed model, though it's interesting to note that the raw polygon count is considerably lower than the 35,000 or so that comprise the in-game model of Nathan Drake in Uncharted 2."

http://www.eurogamer.net/articles/the-making-of-god-of-war-iii
 

Ahasverus

Member
I 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.
Beowulf is the next benchmark probably
 

sn00zer

Member
Realtime raytracing and 'perfect' AA

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).
 
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).

The potential of realtime raytracing is by no means boring considering it's applications.
 

KDR_11k

Member
I am more curious about the total polgons in OOT

I think the N64 can't handle scenes with more than maybe 1-2 thousand polygons. I know the DS is hard-capped at 2048 per frame. Of course there's the question how you count enemies that appear repeatedly and such but I'd place the upper bound at around 100k for the entire game. Hm, someone could probably count the number of polygons declared in the OOT ROM's model data, that won't catch everything but the rest should be limited to simple effects that don't take a significant number.

I bet 2B's butt also has more texels than all of OOT.

Though realistically I think the butt is going to lose this
 

Goron2000

best junior ever
Get the resident GAF vagina detective on the case.

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.

suUKle5.jpg


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.
 

NESpowerhouse

Perhaps he's wondering why someone would shoot a man before throwing him out of a plane.
Okay, I found a site that has just about all of the Ocarina of Time models, including the environments. Just need to open up the Obj file and view it in Maya or 3D Builder. This will take a while.

Adult Link (low poly): 371 polys
Young Link: 693 polys
Anju: 392 polys
Honey and Darling: 503 polys
Darunia: 415 polys
Adult Epona: 491 polys
 
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.

suUKle5.jpg


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.


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.
 

NESpowerhouse

Perhaps he's wondering why someone would shoot a man before throwing him out of a plane.
That's without his equipment right?

Mario in Mario 64 was 700+ polys so Link's numbers seem too low to me.

Yeah, that's without his equipment

Also, that was his low-poly mesh. Gonna have to go find the regular one somewhere.
 

Einchy

semen stains the mountaintops
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
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

The skin colors they used for these characters is fantastic! The pictures do it no true justice, in game though? Absolutely wonderful! <3
 

Yiazmat

Member
Hmm, 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.
Yup

XT5iCVg.jpg


Next next (next?) gen can't come soon enough.
 

Astral Dog

Member
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.
But this is not surprising Ocarina of time looked like ass
 
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