Since people are always asking "how many polygons are in next gen games?" and this is a website for making art related to video games, I want to set up a thread keeping count of it all! I have seperated the thread into character polygons and environment polygons. Characters: Killzone Shadow Fall Developer: Guerrilla Games…
new update. http://www.digitalfossils.com/Download/VoidWorld-aug-6-11.rar Summary of changes: * 'Select Vertex/Polygons in Selected Edges' improved. * Polygon creation tool in Retopo tool improved. You can click a combination of points and vertices to create polygon * Edit > Options > Polygon/Edge Cursor Control Extrusion…
I think I may have found the problem, non-planer polygons to which the append to polygon tool can't fix, rather manually moving a point on each non-planer polygon is the only way.
Here's a small composition using the pieces I posted earlier: The hangers themselves are 34 polygons each, and the blocks of pipes are 204 polygons for a 4x tube, 108 polygons for a 2x tube and 156 polygons for the curved tube part. Daphz, that model is awesome!. Will you be making the lowpoly and textures? Looking forward…
I'd like some clarification on this too. In an ideal multithreaded context with every single polygon being handed out to a different GPU core the draw call completing with the last polygon is rasterised it'd take as long as the biggest polygon does to draw. However, I doubt polygons are "truly" multithreaded like this…