YouGroove Posted April 15, 2014 Share Posted April 15, 2014 Interesting shots of a some ingame model from recent PS4 game : Polycount is pretty hight. High res images http://s1320.photobucket.com/user/Chris_Riddell/library/HGH%20Dropship?sort=3&page=1 Original thread from polycount : http://www.polycount.com/forum/showthread.php?t=133672 Such polygon count is current for main in game ships. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
SlipperyBrick Posted April 16, 2014 Share Posted April 16, 2014 Ahh wow this is Killzone I think. Yeah those ships look pretty high poly. I've played Killzone on the PS3 and framerate is actually really smooth. I've found there is no set guideline in place for poly count in games. I suppose the main thing you want to look for is how the game engines are going to triangulate your models, obviously more polys is more tris. At the moment one of my modular pieces for my game has over 120 tris and I get frames between 100 and 120 and that's testing with separate versions of that model. Poly count isn't something I would take to much time in taking care of. For me it's just a case of making the model and then testing in the engine, if it's no good then bring it back in and redo topology I'm a very patient person, most people may not want to work that way haha Quote Link to comment Share on other sites More sharing options...
Christian Clavet Posted April 16, 2014 Share Posted April 16, 2014 @ScrotieFlapWack. I think your doing it the right way. I'm used to create very high poly objects (no poly restriction) then do a low poly version of it when the model is completed. From what I've learned most studios also work that way. I think the first priority for a model is the quality. Quote Link to comment Share on other sites More sharing options...
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