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Lowpoly/Highpoly?

  • Spellbinder
  • January 23, 2006 at 3:13 PM
  • Spellbinder
    • January 23, 2006 at 3:13 PM
    • #1

    I know i probably could read me to it, and aswell using my logic to know some of it.

    But what is the difference between low poly and high poly except the more obvius of course like low polys have low poly count and vise verse.

    Is any of them to prefer when making game for instence?

    Is any of them better for animations?

    Like if i want to make a cute little movie or something.

    And finally is it much difference in how hard it is?

    Like is low poly much easier then high poly or vise verse?

    Spellbinder.

  • Zacker
    • January 23, 2006 at 4:10 PM
    • #2

    There is not really anything special about these terms, it's just straightforward.

    High poly models is generally made for stuff which is to be pre-rendered, like movies. Low poly models are generally for games, as these needs to be rendered realtime.

    Animations are done with the bones and don't care about the amount of polygons.

  • mike-0
    • January 26, 2006 at 9:10 PM
    • #3
    Quote from Zacker

    There is not really anything special about these terms, it's just straightforward. High poly models is generally made for stuff which is to be pre-rendered, like movies. Low poly models are generally for games, as these needs to be rendered realtime.

    Animations are done with the bones and don't care about the amount of polygons.

    not necissarily, look at that high poly 3d mark stuff, its supposed to be rendered real time

  • DanielAragon
    • January 27, 2006 at 9:41 AM
    • #4
    Quote from mike-0

    not necissarily, look at that high poly 3d mark stuff, its supposed to be rendered real time

    i guess, but the 3dmark benchmarks are in a category all their own. they are made expose the limitations the beefiest of computers to see how they stack up against other computers. this is why you dont see and current benchmarks testing to see how well a 7800gt based computer will render a game like half-life, though there will probably be a day when the amount of triangles in any given model wont matter due to insanely robust computers. just like in the 80's when 5 gigabytes on a HDD seemed un-necessary. now anything less than like 20 gigs isnt enough. who knows?

  • Kosmo
    • January 27, 2006 at 10:30 AM
    • #5

    And 3d mark stuff regardless of how fine it looks, still low poly stuff. It's done with the same limitations as games are.

    But basically the terms just stand for polycounts, nothing else, high polygon models are usually used for pre-rendered video where lowpoly is usually used for models that are used for real time like games.

    There is a stupid term of midpoly, but that is stupid even as an idea, but some supidheads want to have it. They use it to describe the models that normal maps are made of, since they usually are not so high poly as many high poly models (mid poly can range from few hundred thousand to even millions, but high poly are usually always millions of polygons and very very high detail).

  • Spellbinder
    • January 27, 2006 at 2:23 PM
    • #6

    Nice.

    Thx for the lesson

    And i would be suprised if it where anthing else then highpoly is more work (harder?) and lowpoly is less (easier?)

    On the other haqnd i will experience it my self when i get into it

    Spellbinder.

  • mike-0
    • January 27, 2006 at 10:40 PM
    • #7
    Quote from Spellbinder

    Nice.Thx for the lesson

    And i would be suprised if it where anthing else then highpoly is more work (harder?) and lowpoly is less (easier?)

    On the other haqnd i will experience it my self when i get into it

    Spellbinder.

    well alot of times, if you want something looking really good you model it as good as you can get then go through poly reduction, so potentially low poly is harder

  • von*ferret
    • February 28, 2006 at 6:28 PM
    • #8

    More polygons means more vertexes which means higher animation file sizes

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