On Mon, 31 Jan 2000 19:38:52 -0800, ariel darksoul
>This may be a stupid question...i'm looking to get into the * biz
>as an modeler/animator. I'm currently polishing up on my modeling skill
>and have a question.
>What should the poly count be to be considered a low-poly or hi-rez
>model? Is there an absolute
>cut-off between the two, or does it depend on the specific project and
>Any help would be greatly appreciated.
It depends upon the platform. If it's PSX and not PC, for instance,
then you'll probably get fewer polys to play with. However, if it's
PS2, then you're probably going to get more than you imagined. For
instance, right now, I'm finishing up a PSX title at the company I
work for and I modeled the main character. I used almost 600 polys
for him. I've modeled key characters as well, and they get about
200-300 polys. Creatures that might attack you in droves, or are less
important (won't be seen up that close) get about 40-80 polys. This
is triangle count, not quad count. Though we're encouraged to
streamline our models even further and utilize quads in our models (a
non-planar quad doesn't count).
Texture space is also very important, and varies drastically on each
platform. One T-Page (a 256x256 4-bit) is often used to map ALL the
terrain geometry in a level. A non-central character, for example,
might get one small slot of 64x64 4-bit or LESS of texture space
allowed. It's all project dependant, of course.