When developing 3D aircraft models, there are two opposite objectives to be reached: the maximum similarity to the original aircraft whilst using the minimum number of polygons, parts and texture size. To reach the first objective, there are detailed drawings of aircrafts to use. When there is a lack of detailed drawings, the drawings are produced from sketches and even photos. In this case, the design of the mechanical moving parts of the aircraft is especially difficult, and has to be done by using extrapolations by the designers and 3D artists. This is how the polygonal model of an F/A-18C looks during the 3D design process. This screenshot shows the final F/A-18C as rendered with the game's graphics engine. The complexity of the moving parts is clearly visible. In total, this 3D model has 15,800 polygons and 440 sub shapes. Special efforts are put into the creation of aircraft textures. An aircraft skin has four textures of 1024x1024 size and one 512x512. The total volume of textures is 17 MB. Not only camouflage painting and insignias are put on the textures, but also technical details such as seams, rivets, etc. It can all be seen here in this screenshot.
that backs meh up. and also, i can tell you from personal experience...Lock On has a tendancy to lag out, even on my system...which is one helluva hefty system. and just looking over the campaign deal, the reason why they would opt to do such a rediculously high poly count is because they're focusing on that one aircraft and its mission role exclusively. if you're doing a detailed sime like that, then it is more than possible. if you're doing a sim with multiple craft all running around at the same time, all of which are a 'focal point'...you're not going to be able to do this. as with anything, the project determines poly count. you're not going to use game models for a film, and you're not going to use film models for a game...unless thats the sole focus.
Brad Mick