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	<title>Comments on: Yes, but how many polygons?</title>
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	<link>http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/</link>
	<description>Rick Stirling, games artist</description>
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		<title>By: Naughty Dog in the Market for Next-Gen Console Technowizard &#124; Piki Geek</title>
		<link>http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/comment-page-1/#comment-41419</link>
		<dc:creator>Naughty Dog in the Market for Next-Gen Console Technowizard &#124; Piki Geek</dc:creator>
		<pubDate>Tue, 24 Jan 2012 00:27:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/#comment-41419</guid>
		<description>[...] up from the 80,000 used per character in Uncharted 2. For comparison with other popular games, see this excellent blog post by Rick [...]</description>
		<content:encoded><![CDATA[<p>[...] up from the 80,000 used per character in Uncharted 2. For comparison with other popular games, see this excellent blog post by Rick [...]</p>
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	<item>
		<title>By: 9 Game Art Sites :: Gaia Gallery</title>
		<link>http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/comment-page-1/#comment-39752</link>
		<dc:creator>9 Game Art Sites :: Gaia Gallery</dc:creator>
		<pubDate>Thu, 17 Nov 2011 05:18:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/#comment-39752</guid>
		<description>[...] ago Side-on pixel art RPG enemy sprites ultimate smash friends Game Ready 3D Models Sidescroller Game Art Overview - Learn why RMCAD is one of the top Game Art .Interested in game art? Enroll at RM... in the [...]</description>
		<content:encoded><![CDATA[<p>[...] ago Side-on pixel art RPG enemy sprites ultimate smash friends Game Ready 3D Models Sidescroller Game Art Overview &#8211; Learn why RMCAD is one of the top Game Art .Interested in game art? Enroll at RM&#8230; in the [...]</p>
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		<title>By: ShiVa Developer Network &#187; How many polygons ?</title>
		<link>http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/comment-page-1/#comment-31442</link>
		<dc:creator>ShiVa Developer Network &#187; How many polygons ?</dc:creator>
		<pubDate>Tue, 04 May 2010 08:18:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/#comment-31442</guid>
		<description>[...] an interesting blog entry from Rick Stirling, a character artist, about the polycount of game character [...]</description>
		<content:encoded><![CDATA[<p>[...] an interesting blog entry from Rick Stirling, a character artist, about the polycount of game character [...]</p>
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		<title>By: A Few Words on Polys and Portfolios</title>
		<link>http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/comment-page-1/#comment-31404</link>
		<dc:creator>A Few Words on Polys and Portfolios</dc:creator>
		<pubDate>Thu, 29 Apr 2010 15:25:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/#comment-31404</guid>
		<description>[...] recommend you read his answer to the &#8220;How many polys in my game&#8221; question and also his list of poly counts for characters in major games from the last 10 years.      Cancel [...]</description>
		<content:encoded><![CDATA[<p>[...] recommend you read his answer to the &#8220;How many polys in my game&#8221; question and also his list of poly counts for characters in major games from the last 10 years.      Cancel [...]</p>
]]></content:encoded>
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		<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>
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		<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>
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		<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>
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		<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>
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		<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>
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		<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>
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