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Learn How Resistance 2 Averages 60,000 Triangles per Object. By using AutoDesk Maya In House Custom Engine November 20, 2008

Posted by Admin in AutoDesk Maya, Insomniac Studios, Playstation 3, Resistance Fall of Man 2, Sony Computer Entertainment of America.
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Sam Sharit is a senior character artist at independent videogames developer Insomniac Games, located in sunny Southern California. His role there involves mentoring junior character artists, along with the creation and development of character-related art and systems. This includes modeling, texturing, pipeline creation, and scripting.

A classically trained artist, Sam started producing digital art in 1997. He has contributed to several AAA games, including Dark Age of Camelot, Duke Nukem Forever, Fallout 3, and Insomniac’s acclaimed Ratchet & Clank Future: Tools of Destruction. He also has worked on a wide range of projects outside of games, including military contracts, music videos and more. Sam lives in Los Angeles.

Sam: I have worked on several next-gen games and I can say that there really is no standard and it depends on your tech. I have never been able to make 60,000 poly models on the other games I have worked on. I was taken back a bit by how far I could push the polies here at insomniac and it really comes down to having an engine that can plow through that much geometry. I am certain that this number will continue to raise in the future for us, and as developers come to grips with the hardware you will see higher geometry counts all around.




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