Hi there,
>>start actually modelling out the nose and eyes well not in too too much i mean you could do a head model with less than rouguly 300 polys which still would run smoothly on any machine. now for shading details THAts when you should employ the texture mapping. But i find that texture maps are being over used too often. Obviously texture maping must be used for environments like floors but more objects should be modeled more in detail. <<
Okay...
Currently average poly counts for in game is between 800-1000. Per model. This is more than enough to define the shape of the object with some accuracy, however alot of components are still heavily compromised. (The hands on a human model for example)
However, "Low" low poly modelling (150-1000 polys) is nearing the end of its days as the main body, with X-Box and other Next-Gen consoles, as well as the constant flow of PC tech, models will be rangeing from 2000-5000 within the next 18-24 months. Lower poly may well still be used in some cases for LOD. And there is still the instance of people modelling at lower because you can''t see you geometry difference of a particualar model at 600 against 2000. If it''s not noticable, you''ll always shave polys off your model...
I got a brief from a company for an artist position, the brief is to model a creature in "no more than 5000 polys" the model can use 4 256x256 32bit colour textures and does not have to be seamless. currently used 3800 with some stuff still left to do along with optimisation.
If anyone is modelling out there for practise etc, still do some low poly models (I''ve got a 150 poly and 1000 poly model Apache Ah-64 helicopter on my website) but don''t "stick" to nothing but low low low poly modeling. It''s all about creating an illusion, rather than actually trying to make the object as detailed as possible,
As for texture mapping, what to you mean it''s (texture mapping)being used too often? Let''s say you want to create a rusted pipe, to create it untextured, would take thousands of polys and offer no advantage over a 250 poly "pipe" with a 256x256 32bit colour texture of "metal and flakes of rust" To use anything else other than polys is cool, but not in realtime, as that the hardware required to view the model must also be reasonable.
So yeah, we''re STILL using texture mapping but we''ve added filtering, perspective correction, higher colour depth on texture and output, larger textures, bump mapping to name but a few of the "changes" to the output since 1990.
Anyway, there''s my 2 cents (again!)
www.stephen-hawes.co.uk