Its game job hiring season and I am looking to make both a low poly and high poly reel, thing is in the listings they mention just the name high and low for a poly count whats a good number for low and for high? I went to school back in the day when high poly was around 1.5k now I imagine with normal mapping its in the millions no doubt, and I just signed on to a 40k mod and this monster thats gonna be running around in the dawn of war game and they want around 4k for the polys, that seems astronomical for a low poly count. whats your take on low and high polycounts? thanks.
Replies
I imagine that for next gen games the specs depend on the engine and type of game.
For instance Quake4 uses about 3000 polys for characters and maximum 2048x2048 textures. The limitations for the high poly mesh are I guess the amount of detail that will still render visible in a 1024x1024 texture. This is not bound to a X amount of polys.
But Ikraan is absolutly right about the different platforms.
Hipoly is anything that has no poly limit. Lowpoly can mean either for realtime (game) use or way below average realtime specs.
[/ QUOTE ]
So there is no high poly by your definition.
The normalmap-extractor usually can only handle N number of vertices. More verts than needed usually means slower load/save, longer network times, more disk space, slower rendering, etc. It all adds up.
Try this:
make a cube, and start subdividing it, see how high you can go before it gets impossible to do anything.
For highpoly the limit is variable, limited by your studio's workflow and the studio machines' performance.
JeremyaRandall, it's nice for someone to hear how many polys the highpoly model is, but the real test is in the quality of the maps that come out of it.