View Full Version : [EPIC] what is the polycount for the models?
l-_-l
09-28-2007, 02:44 PM
I was wondering if anyone knew a polycount for the characters in UT3..
THANK YOU VERY MUCH! [only if you give me information :D]
DeathBooger
09-28-2007, 02:49 PM
http://www.unrealtechnology.com/html/technology/ue30.shtml
Look at the very bottom.
l-_-l
09-28-2007, 02:57 PM
thank you !
DGUnreal
09-28-2007, 08:43 PM
Or look in this thread here (http://utforums.epicgames.com/showpost.php?p=24999021&postcount=12) for some actual player examples I listed.
Legendary_Lee
11-02-2007, 03:13 PM
so the polycount for the characters are around 5000 to 6000 polys, 2048 maps for the normalmap and textures. Do you know any more info about using your own characters into the game?
DGUnreal
11-02-2007, 06:29 PM
Do you know any more info about using your own characters into the game?
Such as?
They are skeletal meshes. Similar overall sizing to UT2004.
Legendary_Lee
11-02-2007, 07:20 PM
Ill prolly wait for the tutorial that comes with the collectors edition for more info. But what I meant was how are you gonna be able to play with your own character in the game? Will everyone have to download it to see your skin? or do u have to set up your own server for it?
Wormbo
11-02-2007, 08:31 PM
Typically custom models must exist on other clients in order to be seen by them. If a client doesn't have it and can't download it from the server, then a default model is used.
I don't think that concept changed from UT200x.
Omnes Vulnerant
11-03-2007, 04:53 PM
so the polycount for the characters are around 5000 to 6000 polys, 2048 maps for the normalmap and textures. Do you know any more info about using your own characters into the game?
Um no, that's for the low resolution rendered mesh. The high poly fake mesh will be around 2,000,000.
DGUnreal
11-03-2007, 06:02 PM
Um no, that's for the low resolution rendered mesh. The high poly fake mesh will be around 2,000,000.
He was asking about the Render mesh.
And the Detail mesh will vary depending on exactly what it is and what is required for detailing, so they can be anywhere commonly from 20,000 to 1M+, with most in the 50k-500k range.
Legendary_Lee
11-03-2007, 08:13 PM
Yes, I am talking about the realtime in-game mesh which is the final game model you will see in the game. The high res high poly mesh can be unlimited(usually around 2million-5million polys) which is done in softwares such as Zbrush/Mudbox. Those details will be transferred over to the low poly model which will be 5000-6000 polys.
DGUnreal
11-03-2007, 08:35 PM
The high res high poly mesh can be unlimited(usually around 2million-5million polys) which is done in softwares such as Zbrush/Mudbox. Those details will be transferred over to the low poly model which will be 5000-6000 polys.
You can't get sub-pixel detail, so in most cases anything over 1M to at most 3M in the Detail model is a waste of time. If you assumed that every pixel in the final 2048x2048 texture was a different poly/normal, that is only 4M, and it is rare that you will obtain a poly-per-pixel ratio, especially with the holes in the flattened UV. So while it may look cool for hi-res renderings to create 5M or 10M models, it is a waste of time.
Legendary_Lee
11-03-2007, 08:50 PM
You can't get sub-pixel detail, so in most cases anything over 1M to at most 3M in the Detail model is a waste of time. If you assumed that every pixel in the final 2048x2048 texture was a different poly/normal, that is only 4M, and it is rare that you will obtain a poly-per-pixel ratio, especially with the holes in the flattened UV. So while it may look cool for hi-res renderings to create 5M or 10M models, it is a waste of time.
If you look in this link here, http://www.unrealtechnology.com/html/technology/ue30.shtml
Epic has in their hi-poly mesh character at 2,000,000 polys. They are then transferring that poly detail to a low poly mesh at 5000-6000 polys in the generated normal map. And with a resoution at 2048x2048 pixels, that is more than enuff to get all the details thru.
DGUnreal
11-03-2007, 09:31 PM
I'm well aware of what is on their site.
It doesn't change or conflict with my post.
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