Mar 2006
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Apr 2006
Aug 2021

QUOTE(Allegro @ 04/08/06, 09:09 PM) [snapback]233775[/snapback]
Ok.. I've worked on it some more. But I have a question, how many polygons is normal for a movie quality character? I'm concerned that my character, which will be more than 20k polys, may be too high... is 5000+ ok for a lo-res. Should I be worried that my hand has over 800 polygons?
here is the latest version, I worked on the scapula like you suggested
http://www.allegromation.com/April9.mov

Personally, I have never heard of someone animating a movie in polygons. SubDs are far better for this. As for polycount, it depends on a couple of things. How heavy in detail are you going to go? What about your scene? Are you going to add every little detail you can think of? How much detail can your computer handle?

These things are going to determine your polycount more than anything. CG movie companies like pixar have entire render farms that dedicated to nothing but batch rendering their scenes.

QUOTE(kurokawa @ 04/30/06, 03:20 AM) [snapback]235862[/snapback]
Personally, I have never heard of someone animating a movie in polygons. SubDs are far better for this. As for polycount, it depends on a couple of things. How heavy in detail are you going to go? What about your scene? Are you going to add every little detail you can think of? How much detail can your computer handle?

Well you know theres teh thing, subds in pretty much all renderers except prman are described as polygons (even reyes renderes do POLYGONS out fo them but thats debatable).

Anyway thing its often uderstood that sicne polygons and subs are so close to eachother the same convetion goes. So if one talks about polycount for subd models one iether refeers to the basecages polycount (yes its a polygon), or then one refeers to the render count.

Anyway, polygons are indeed used because i distictly remeber that the millenimu falcon in remade old starwars was amde entirely of polygons. alo buildings quite often are this too.

So while they probably are subds of somekind like here its a polysmooth (only teh baser cage is needed), its still a polygon so the metric can be said to be polycount. Polygon or not.

5 months later

Hey there,

Sad to say I never accomplished many of the goals I had when creating this thing. I just never figured out how to do the tentacles / hand morphing, though after spending the summer in Houdini, I have a good idea how I could do it in that software.

Anyways, here is as far as I had gotten.

www.allegromation.com/Anim/April13.mov

Its very good. now pay some attenttion to your lightning and texturing.

Its not a good idea to make black as 0 0 0 but rather as something realy dark gray or blue. This is so the materual gets some color contribution. because computer black is truly a blackhole black.

14 years later