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WoW model viewer the models there are around 1000 - 1500 tris.
Here are some examples that caught my eye:
Gears of War, Xbox 360, 2006
Wretch - 10,000 polygons with diffuse, specular and normal maps
Boomer - 11,000 polygons with diffuse, specular and normal maps
Marcus - 15,000 polygons with diffuse, specular and normal maps
GTA San Andreas, PS2, 2004
Characters - 2,000 polygons with 1 256×256 8bit texture
NPCs - 1,200 polygons with 1 256×128 8bit texture
Gant bridge - 16,000 polygons, includes LOD
Halflife 2, PC, 2004
Alyx Vance - 8323 polygons
Barney - 5922 polygons
Combine Soldier - 4682 polygons
Classic Headcrab - 1690 polygons
SMG - 2854 polygons (with arms)
Pistol - 2268 polygons (with arms)
Halo, Xbox, 2001
Masterchief - 2,000 polygons
Metal Gear Solid 3: Snake Eater, Gamecube, 2005 (Small mistake here, it's not on GC but PS2)
Snake - 4,000 polygons
Resident Evil 4, Gamecube, 2005
Leon - 10,000 polygons
Jak & Daxter, PS2, 2001
Jak - 4000 polygons
Jak II, PS2, 2003
Jak - 10,000 polygons*
Lost planet, X360/PC, 2007
Wayne - 12392 polygons (but finally 17765 polygons for compatibility with motion blur effect)
VS robot - 30-40,000 polygons
Background - ~500,000 polygons
Peak number of polygons per frame - ~ 3 million**
Dead Rising, X360, 2006
Peak number of polygons per frame - ~ 4 million**
The Legend of Zelda: The Wind Waker, GC, 2002
Link - 2800 polygons
The Legend of Zelda: Twilight Princess, GC/Wii, 2006
Link - 6900 polygons
Super Mario Sunshine, GC, 2002
Mario - 1500 polygons
Levels - ~ 60,000 polygons
Dead or Alive series, Xbox, 2001-2004
Character - ~10,000-15,000
Vitua Fighter 5, Arcade/PS3/X360, 2006
Character - ~40,000 with diffuse, specular and normal maps
Background - 100,000 - 300,000 polygons
Medal of Honour: Allied Assault, PC, 2002
Character - 4096 polygons
Project Gotham Racing 3, X360, 2005
Cars - 80,000-100,000 polygons (interior + exterior), damages add between 10,000 and 20,000 more polygons per car
Brooklyn Bridge - 600,000 polygons (LOD might be included)
Manhattan Bridge - 1 million polygons (LOD might be included)
Gran Turismo 5: Prologue, PS3, 2007
Cars - 200,000 polygons (probably interior + exterior)
Midnight Club, Xbox360/PS3, 2007
Cars - 100,000 polygons
Gran Turismo 3, PS2, 2001
Cars - ~2,000-4,000 polygons
Gran Turismo 4, PS2, 2004
Cars - ~2,000-5,000 polygons
Lair, PS3, 2007
Main dragon plus its rider - 150,000 polygons
16x16KM scene - 134M polygons (streamed into memory, not loaded at run time)
Deathrow, Xbox, 2002
Characters - up to 7,000 polygons - 55 bones - 1024x1024 textures on the bodies and 512x512 on the faces
Mortal Kombat Deadly Alliance, PS2/Xbox/GC, 2002
Characters - ~7,000-10,000
Mortal Kombat 4, Zeus Arcade Board, 1997
Peak number of polygons per second - 1.2 million quad patches**
Mass Effect, X360, 2007
Sheppard + armor + weapons - ~20,000-25,000 polygons
Virtua Fighter 4, Naomi 2, 2001
Jacky - 14,000 polygons
Virtua Fighter 4, PS2, 2002
Jacky - 7,000 polygons
V-Rally 3, PS2, 2002
Vehicles - 15,000-16,000 polygons (Might count multi-passes)
Stages - 500,000 polygons
Kingdom Under Fire : The Crusaders, Xbox, 2004
Main characters - 10,000 polygons
Characters - 3,000�,000 polygons
Axel Impact/DTRacer, PS2, 2003/2005
Cars - Base mesh ~12,000 polygons (max LOD)
Volume Shadow mesh - 4,000-5,000 Vert (dynamic shadows are not stored as actual polygons, hence vertex count)
Stages - ~200k polygons
Canned Boss Game Studios game, Xbox, 2002
Cars - 25000 polygons (highest LOD) - 4 textures/poly, Base texture, Reflection map, a texture used to compute a fresnel term, Shadow map, Specular highlight (encoded in the alpha channel of the reflection map)
Backgrounds - 2 or in some cases 3 textures/poly
Peak number of polygons per second - 30M polygons**
Half-Life, PC, 1998
Zombie - 844 polygons
High Definition pack Zombie- 1700 polygons
Half-Life, Dreamcast, 2000-2001 (Canned)
Zombie - 1649 polygons
Half-Life, PS2, 2001
Zombie - 2822 (Highest LOD)
Uncharted: Drake's Fortune, PS3, 2007
Main characters - ~20,000-30,000 polygons
Drake - ~30,000 polygons
Pirates - ~12,000-15,000 polygons
Crysis, PC, 2007
Nano-suit character - 67,000 polygons (uncertain whether it's an in-game model or not)*
Characters' heads - ~2500-3000 polygons
Characters' bodies - ~5000 polygons
I opened Source SDK -> Model Viewer, here are the polycount of few interesting things found in Half-Life 2:
Alyx Vance - 8323 polygons, 73 bones
Barney - 5922 polygons, 57 bones
Combine Soldier - 4682 polygons, 44 bones
Combine Super Soldier (white one) - 5123 polygons, 44 bones
DOG - 5811 polygons, 58 bones
Eli - 6436 polygons, 57 bones
GMan - 7495 polygons, 70 bones
Dr. Breen - 6629 poylgons, 69 bones
Monk - 5623 polygons, 56 bones
Police - 3852 polygons, 57 bones
Vortigaunt - 2945 polygons, 43 bones
Combine Helicopter - 6415 polygons, 10 bones
Combine APC - 5202 polygons, 14 bones
Combine Dropship (without container, used at lighthouse part) - 8748 polygons, 79 bones
Airboat (without mounted gun) - 5944 polygons, 17 bones
Buggy (without mounted gun) - 5824 polygons, 31 bones
Gunship (insect like flying gunship) - 5712 polygons, 20 bones
Combine Strider - 6444 polygons, 17 bones
Combine Scanner (annoying flashlight flying machine) - 1495 polygons, 11 bones
Antlion - 1770 polygons, 35 bones
Antlion Guard (the big one, "boss") - 4964 polycount, 42 bones
Classic Headcrab - 1690 polyogns, 17 bones
Black Headcrab - 2732 polygons, 25 bones
First person weapons:
Gravity Gun - 1631 polygons, 14 bones (one arm visible)
SMG - 2854 polygons, 30 bones (two arms visible)
Shotgun - 1686 polygons, 27 bones (one arm visible)
Crowbar - 1493 polygons, 13 bones (one arm visible)
Pistol - 2268 polygons, 41 bones (two arms visible)
Crossbow - 3222 polygons, 33 bones (one arm visible)
NOTE: Not all arms and hands are same, some are less cropped some more.
Gears of War, Xbox 360, 2006 (according to D’Artiste book)
Wretch - 10,000 polygons with diffuse, specular and normal maps
Boomer - 11,000 polygons with diffuse, specular and normal maps
Marcus - 15,000 polygons with diffuse, specular and normal maps
GTA San Andreas, PS2, 2004
Characters - 2,000 polygons with 1 256×256 8bit texture
NPCs - 1,200 polygons with 1 256×128 8bit texture
GTA IV, Xbox 360/PS3, 2008
Story Characters - 8-10,000 polygons with multiple 256×256/512×512 diffuse, specular and normal maps
NPCs - 3-4,000 polygons with multiple textures
Half-Life, PC, 1998
Zombie - 844 polygons
High Definition pack Zombie- 1700 polygons
Halflife 2, PC, 2004
Alyx Vance - 8323 polygons
Barney - 5922 polygons
Combine Soldier - 4682 polygons
Buggy (without mounted gun) - 5824 polygons
Classic Headcrab - 1690 polygons
SMG - 2854 polygons (with arms)
Pistol - 2268 polygons (with arms)
Halo, Xbox, 2001
Masterchief - 2,000 polygons
The Legend of Zelda: The Wind Waker, GC, 2002
Link - 2800 polygons
The Legend of Zelda: Twilight Princess, GC/Wii, 2006
Link - 6900 polygons
Metal Gear Solid 3: Snake Eater, PS2, 2005
Snake - 4,000 polygons
Project Gotham Racing 2, Xbox, 2003
Vehicles - 10,000 polygons
Project Gotham Racing 3, Xbox 360, 2006
Vehicles - 80,000-100,000 polygons
Quake, PC, 1996
200 polygons with 1 320×200 8bit texture using predefined palette.
Quake 4, PC, 2006
Player model - 2,500 polygons with multiple diffuse, specular and normal maps
Resident Evil 4, Gamecube, 2005
Leon - 10,000 polygons
Uncharted: Drake’s Fortune, PS3, 2007
Main characters - ~20,000-30,000 polygons
Drake - ~30,000 polygons
Pirates - ~12,000-15,000 polygons
Unreal Tournament, PC, 1999
Player model - 800 polygons
Unreal Tournament 2k3, PC, 2003
Player model - 3,000 polygons
Unreal Tournament 3, PC, 2007
Weapon models - 4,500 to 12,000 triangles for the first person view |
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