Unreal 2007
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- Posts: 446
- Joined: Wed Jun 23, 2004 10:51 pm
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- Posts: 446
- Joined: Wed Jun 23, 2004 10:51 pm
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I don't know man, I was lagging pretty badly back there...TKATK wrote:i doubt youll need thoose by the end of 2006...maybe 2008...but not THAT fast
High Council member of The Generals
1.5 million is only another 250,00 - 500,000 more than the models from doom3.
its a new way of skinning so the huge poly count only applies to the UVs when skinning it originally,, its then transferred onto a much reduced poly character for use in game. therefore, it wont be too long before 2 or 3 million poly skins become the norm.
ive even seen ppl doing this in maps for ut2004. some ppl can make 500,000 trig static meshes and then skin them onto 3500 trig meshes. its a highly effective illusion of detail, and something which i think will become ever more popular as games become more detailed.
its a new way of skinning so the huge poly count only applies to the UVs when skinning it originally,, its then transferred onto a much reduced poly character for use in game. therefore, it wont be too long before 2 or 3 million poly skins become the norm.
ive even seen ppl doing this in maps for ut2004. some ppl can make 500,000 trig static meshes and then skin them onto 3500 trig meshes. its a highly effective illusion of detail, and something which i think will become ever more popular as games become more detailed.
"All i know is my gut says maybe"
Thread necromancer!Tim wrote:Okay, see ya. I'm gonna burn my PC before UT does.Gamma wrote:Oh, and those Mesh faces counts are in a normal map. 1.5. million mesh faces in a normal map = OMFG AWSOME!!!
OH WAIT! I'll put an ensurance on it!
As i said a few posts above,its normal mapped,so the REAL malcolm will be somewhere around the polycount UT2004 malcolm is,but will looks like its 1.5mils due to the normal map