This task is to write a mock FMP outline,
although the ideas themselves I have not decided whole heartily upon. I will
produce technical specifications for a current generation (Xbox 360/PS3) The
ideas themselves are based upon different games scenarios but would represent
similar texture and polygon budgets to what I would be producing in the
industry.
I have done some quick research of polygon
counts for current generation titles and previous generations and these can be
found in the links below;
For instance a character for GTA IV (2008)
Story Characters – 8-10,000
polygons with multiple 256×256/512×512 diffuse, specular and normal maps
NPCs – 3-4,000 polygons with
multiple textures
Gran Turismo 5: Prologue (2007)
Cars - 200,000 polygons
(interior + exterior)
This link shows how Forza Motorsport 4 (2011) has current polygon counts
of 400,000-1,000,000
These links surprised me a little with just how massive some of the
polygon counts are for just vehicles, obviously these are current generation
racing games and being the focal point, more care and attention will be
speared. I would say that reasonable triangle counts for most other games
titles would be between 8-12k for un-interact able meshes and between 20-100k
for other racing titles. Adding polygons can only show so much so it would be
better for a portfolio to show a lower end of this scale as it is easier to add
than take away. As for texture sheets it seems it’s entirely dependent on the
title you would be working on. For instance a racing game would probably
contain large and multiple 1024 texture sheets as for, non-playable vehicles
they would quite often share texture space between multiple vehicles.
This link shows how current fps style weapons are modelled about 10,000
tris but obviously have LOD for pickups etc.
Another thing that surprised me a little was actually how small the
textures used in the industry are. Smaller textures are less expensive and are
often tiled to save memory. Polygon counts are not limitless but Unreal and Cry
engine can quite happily handle several million polygons at a time and texture
sheets and vertex counts are what slow the engines down. For instance the
levels already in UDK are very triangle heavy and run completely fine. I will
probably pay particular care to vertex counts on my modelling as this is what
will set me apart from others in my modelling knowledge.
Project outline
I will produce an environment scene for a
current generation game based on the Xbox 360/ PS3. I will aim to focus on
environment work so that I can gain a better understanding of how to produce
high quality, industry standard work. I will produce realistic assets and will
allow myself generous triangle counts of 150-250k for the entire scene based on
the fact that currently titles exceed this for most scenes but I will limit
myself to using small texture sheets and maximise efficiency but using mask and
multi-sub objects, to use the most of texture sheets. I will aim to try and
control my total vertex count (the vertex count is dependent on triangle count,
uvw space and smoothing groups). I will focus on producing efficient low-medium
density modelling, as well as trying different shader and lighting setups. I am
to better my knowledge for future projects and consider this both a portfolio
test and personal test. I will use the unreal 3 engine (UDK), as well as
3dsMax, Photoshop, Crazy Bump, Z-brush, Mudbox and other plugins that might
help me. I am to have a completed scene that is entirely playable at the end of
the project schedule. I will produce concept work and white boxing, as well as
trying to gain a online support on Polycount for critique. I will make tillable
textures and try to maximise the reusable assets that I produce. I either want
to produce a ship scene at sea/or docked as environment piece and try to stay
away from character modelling. Or try and focus on hard surface modelling, of
weapons and assets.
Based on this brief I would allow the
following triangle counts for various models(the list is short and consist of
just a few assets) ;
Ship Scene;
Lead Character-(Shipmaster) 10k 1x1024 2x256
(alpha)
NPC-(parrot) 1.5k
1x512 (alpha)
Vehicle-(small ship) 5k 2x512
Environment-(large ship) 80k 5x512 2x256
Props-(crew sleeping bag) 500 1x256 (alpha)
-(barrel) 300
1x256
-(cannon) 1.5k
1x512
FPS scene;
Lead Character-(Player) 12k 2x1024
NPC-(enemy) 1.5k
1x1024
Vehicle-(APC) 20k 2x1024
Environment-(City Street) 80k 6x512 4x256 (alpha)
Props-(rubbish) 300 1x512
(alpha)
-(Tree) 6k 2x256
-(weapon(fps)) 10k
1x1024
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