In article <1183497817.475968.28880@[EMAIL PROTECTED]
>,
"tudortihan@[EMAIL PROTECTED]
" <tudortihan@[EMAIL PROTECTED]
> wrote:
> What is a reasonable average and maximum triangles per 3D model for
> DirectX 10 games and for next-gen console games?
>
> Is 200K / 100K / 50K / 20K reasonable for the various level of detail
> in the context of next gen games ?
Write first. Optimize later. No, REALLY!
> I think it's a monstrously huge number, but I am open for some mind
> expanding truth.
It turns out that there's more to it than just "number of triangles."
Back in the early 90s, the then-new architectures were putting 100k
models on the screen at > 100fps on a desktop (i.e., not specialized)
machine.
By comparison, World Of Warcraft (a nice, current, AAA title), uses tons
of shortcuts and low-poly models to get its effects. It's also scaled
to work with modem data-rates.
> The reason I ask is that a company wanted my company and others to do
> 3D modeling outsourcing for them,
> yet the test project featured a character with those specs and hair
> and clothes nonetheless.
> The company did work on some well known games but I smell something
> fishy about it and I need one of you guys who actually work on highest
> end games to point me to the right direction.
Create the models to spec. Let them optimize later. No, REALLY!
It's always easy to down-sample a model, later, if needed. Maybe they
want hi-poly models for the cut-scenes, which may be rendered in
non-real-time. Or maybe they're planning to run on not-yet-released
hardware.
--
Please take off your pants or I won't read your e-mail.
I will not, no matter how "good" the deal, patronise any business which
sends
unsolicited commercial e-mail or that advertises in discussion newsgroups.


|