View Full Version : Polygon rate in KOTOR and in the Prequels
Nur Ab Sal
09-22-2005, 02:37 PM
What was the polygon rate in KOTOR and in George Lucas movies (TPM, AOTC, ROTS)? I'd like to know how big the difference is.
I'm curious also between the differences of Aurora and Unreal 3 engines.
09-22-2005, 05:35 PM
You'll prob. have to wait on this one till a VERY experienced modeler comes along and reads your question OR one of Skywalker Ranch's designers happens to come across your question.
I do know from the limited work I've done on Episode I, II graphic wise that the models are very high in polycount if that's what your asking. It most likely varies though as from what I understand from my buddy who works at ILM Studios. ;) The main type characters of course are very detailed and have massive animation (even if you don't see it).
For example Yoda's up close shots actually show "blood" flowing in his ear veins. A very small detail but there none the less. The "fodder groups" like background fighters are much lower in polycount since they have almost no detail.
Like I said though if your looking for specifics you'll prob. have to wait around for one of our resident experts in modeling like Svösh or T7Nowhere.
Hope that helps a bit :thumbsup:
09-22-2005, 09:21 PM
Well, default for Kotor II was:
Body Models: 2000-4000
To my knowledge anyway. Some may be more or less.
Modders usually land between:
Body Models: 2000-4000
I don't know the exact amount of polygons used in the movies, but I wouldnt be surprised to find out there were more polygons in a clonetroopers big toe then there are in one of our weapon models.
09-22-2005, 11:44 PM
Its Apples and Oranges, The 2 are completely different. For movie they can pretty much models as high as they need to, but for games developers have to Restrict poly counts so that the game will run on as many PC setups as possible.
09-23-2005, 12:07 AM
Its Apples and Oranges, The 2 are completely different. For movie they can pretty much models as high as they need to, but for games developers have to Restrict poly counts so that the game will run on as many PC setups as possible.very true, and the simple reason is that games are rendering stuff in real time. movies can use big, powerful cards to process all the detail the artists put into the stuff and work on rendering a mere 100 frames (recording at the industry standard of 30 fps) for minutes at a time. think of it in terms of framerate: games work in frames per second, or realtime. all the graphics have to be fully presented as soon as it can be processed so the person's eyes can match what they see on the screen with the proper movements of the controls.
movie rendering is the exact opposite due to the immense amount of detail going into the shots. and since they can work on rendering one full scene destined for the final cut in a matter of hours or days (depending on the schedule), movies can have a ton of detail rendered into every frame.
hope that helps. :)
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