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Old 30th July 2007, 09:11 PM   #5
Cynic
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Join Date: Jul 2007
Posts: 71
Default Re: Professional polycount.

Quote:
Originally Posted by lisa View Post
Don't sweat it. You might not be able to push as many polys as the "pros", but even the pros use A LOT of tricks to do what they do... they don't push as many polys as you'd think, because they have to keep the render times in check.

Some common tricks: Surface shading often makes a bigger difference than poly-count allow. Try playing with crease angle, and you'll see. Another trick along those lines is normal mapping. This is especially useful for high-detail surfaces, for things like pores or wrinkles on a character's skin, although games use it even for larger details.
Any links to info on these particular subjects? Game makers are masters of these tricks. They must be, because they put out some unbelievable visuals that still perform in real-time. I'd like to learn as much as possible on this.
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