<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Yes, but how many polygons?</title>
	<atom:link href="http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/</link>
	<description>Rick Stirling, games artist, designer, egotist and raconteur</description>
	<lastBuildDate>Thu, 18 Mar 2010 19:00:24 -0400</lastBuildDate>
	<generator>http://wordpress.org/?v=2.8.4</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: &#34;Low Poly&#34; - Game Artist Forums</title>
		<link>http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/comment-page-1/#comment-30850</link>
		<dc:creator>&#34;Low Poly&#34; - Game Artist Forums</dc:creator>
		<pubDate>Mon, 08 Mar 2010 14:43:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/#comment-30850</guid>
		<description>[...]  [...]</description>
		<content:encoded><![CDATA[<p>[...]  [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: &#8216;Yes, but how many polygons?&#8217; &#171; me blog</title>
		<link>http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/comment-page-1/#comment-25137</link>
		<dc:creator>&#8216;Yes, but how many polygons?&#8217; &#171; me blog</dc:creator>
		<pubDate>Sun, 26 Apr 2009 18:23:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/#comment-25137</guid>
		<description>[...] wonder just how high or low polygon the work in their portfolio should be. These lists here and here provide a good idea of what to work with, from the current handhelds to current generation home [...]</description>
		<content:encoded><![CDATA[<p>[...] wonder just how high or low polygon the work in their portfolio should be. These lists here and here provide a good idea of what to work with, from the current handhelds to current generation home [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: 360 XNA game poly count limits - Game Artist Forums</title>
		<link>http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/comment-page-1/#comment-24218</link>
		<dc:creator>360 XNA game poly count limits - Game Artist Forums</dc:creator>
		<pubDate>Thu, 12 Feb 2009 23:59:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/#comment-24218</guid>
		<description>[...] this out  here.  An insider view on poly counts of various object on various systems, makes for some interesting [...]</description>
		<content:encoded><![CDATA[<p>[...] this out  here.  An insider view on poly counts of various object on various systems, makes for some interesting [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Rick</title>
		<link>http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/comment-page-1/#comment-24209</link>
		<dc:creator>Rick</dc:creator>
		<pubDate>Tue, 10 Feb 2009 23:05:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/#comment-24209</guid>
		<description>As far as I know, all of these are triangle counts.

A poly is not a quad, a poly can have 3, 4, 5, 6...20 sides, but generally when poly is used in the word polycount it&#039;s taken to mean tris.</description>
		<content:encoded><![CDATA[<p>As far as I know, all of these are triangle counts.</p>
<p>A poly is not a quad, a poly can have 3, 4, 5, 6&#8230;20 sides, but generally when poly is used in the word polycount it&#8217;s taken to mean tris.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Dave</title>
		<link>http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/comment-page-1/#comment-24208</link>
		<dc:creator>Dave</dc:creator>
		<pubDate>Tue, 10 Feb 2009 16:27:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/#comment-24208</guid>
		<description>Thanks for posting this info, its really very awesome to know.
I was wondering though, these are all labeled &quot;polys&quot;, so does that mean its double the tris? For example, the original Quake models were 200 polys, does this mean 200 quads, so 400 tris?

Thanks again!</description>
		<content:encoded><![CDATA[<p>Thanks for posting this info, its really very awesome to know.<br />
I was wondering though, these are all labeled &#8220;polys&#8221;, so does that mean its double the tris? For example, the original Quake models were 200 polys, does this mean 200 quads, so 400 tris?</p>
<p>Thanks again!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Dan Frederiksen</title>
		<link>http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/comment-page-1/#comment-24155</link>
		<dc:creator>Dan Frederiksen</dc:creator>
		<pubDate>Mon, 19 Jan 2009 15:48:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/#comment-24155</guid>
		<description>I was curious where the data was from too.

I&#039;ve played GT5 prologue and the cars and menu scenes are very impressive. I do some 3d rendering, small time d3d coding and generally interested in photorealism and I heard it suggested that the models could be extracted from the game into an editor. do you know how that could be done rick? and do you know if the geometry would be compatible with renderings or are they using some cryptic displacement/normal mapping to give the smooth surfaces so the apparent geometry isn&#039;t really there.

thanks</description>
		<content:encoded><![CDATA[<p>I was curious where the data was from too.</p>
<p>I&#8217;ve played GT5 prologue and the cars and menu scenes are very impressive. I do some 3d rendering, small time d3d coding and generally interested in photorealism and I heard it suggested that the models could be extracted from the game into an editor. do you know how that could be done rick? and do you know if the geometry would be compatible with renderings or are they using some cryptic displacement/normal mapping to give the smooth surfaces so the apparent geometry isn&#8217;t really there.</p>
<p>thanks</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Behrooz 'Bezman' Shahriari</title>
		<link>http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/comment-page-1/#comment-23933</link>
		<dc:creator>Behrooz 'Bezman' Shahriari</dc:creator>
		<pubDate>Fri, 28 Nov 2008 17:44:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/#comment-23933</guid>
		<description>Thank you very much. I&#039;m studying 3D animation, just now trying to work out the logistics of my final animation and this is really useful as I want to make something I can show off to games developers.

One request though - could you share more poly count of models that aren&#039;t the lead character or &#039;lead vehicle&#039;? I&#039;d love to know how many polygons are in a lightpole, telegraph pole or section of wire-mesh fencing.

In any case, thanks again for the info and everything.</description>
		<content:encoded><![CDATA[<p>Thank you very much. I&#8217;m studying 3D animation, just now trying to work out the logistics of my final animation and this is really useful as I want to make something I can show off to games developers.</p>
<p>One request though &#8211; could you share more poly count of models that aren&#8217;t the lead character or &#8216;lead vehicle&#8217;? I&#8217;d love to know how many polygons are in a lightpole, telegraph pole or section of wire-mesh fencing.</p>
<p>In any case, thanks again for the info and everything.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Rick</title>
		<link>http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/comment-page-1/#comment-23113</link>
		<dc:creator>Rick</dc:creator>
		<pubDate>Fri, 10 Oct 2008 18:48:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/#comment-23113</guid>
		<description>I&#039;ll have a look at see what info I can dig up. Offhand I couldn&#039;t really say.</description>
		<content:encoded><![CDATA[<p>I&#8217;ll have a look at see what info I can dig up. Offhand I couldn&#8217;t really say.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: tsne16487</title>
		<link>http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/comment-page-1/#comment-22926</link>
		<dc:creator>tsne16487</dc:creator>
		<pubDate>Tue, 30 Sep 2008 16:02:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/#comment-22926</guid>
		<description>Hi Rick, I was wondering if you could let me know what sort of poly limits were used for the in game cars in GTA IV, were they full modeled meshes, or were some parts instanced, with shared textures/geometry etc?

Cool site by the way, very helpful.</description>
		<content:encoded><![CDATA[<p>Hi Rick, I was wondering if you could let me know what sort of poly limits were used for the in game cars in GTA IV, were they full modeled meshes, or were some parts instanced, with shared textures/geometry etc?</p>
<p>Cool site by the way, very helpful.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Coridium</title>
		<link>http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/comment-page-1/#comment-22884</link>
		<dc:creator>Coridium</dc:creator>
		<pubDate>Sun, 28 Sep 2008 12:54:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/#comment-22884</guid>
		<description>Thanks for the info mate!</description>
		<content:encoded><![CDATA[<p>Thanks for the info mate!</p>
]]></content:encoded>
	</item>
</channel>
</rss>
