Few Questions About Low-Polylgon Modeling

So I’ve been playing around with really high polygon sculpting, like 500k faces, but I need to be learning average game modeling.

So here is an example of a shield I started modeling with sculpting.
http://img200.imageshack.us/img200/8836/highpolyshieldfront.jpg

That’s at 130k and is not close to a full mesh. When it’s done and detailed, will be around 600k. So I need to drop that significantly for later models I’m going to be doing for games.

So take a game like World of Warcraft, would anyone be able to give me an estimate on what like the average amount of polygons you’d find in like a shield or given piece of armor?

I’ve taken the same basic design on the shield I had started sculpting, and am trying to learn how to work directly with the polygons. This is my result so far (at 125 faces).

http://img137.imageshack.us/img137/1405/lowpolyshieldfront.jpg

I’ve tried to remove all possible polygons, and had a bit of a pain removing all of the triangles from what started i guess as a box model. Is this about average for what could be expected in a mid range game like WoW, and more importantly am I be most standards “doing it right?”

a more updated version. same questions apply.
http://img42.imageshack.us/img42/1995/lowpolyshieldfront3.jpg

I can’t say I’m intimate with World of Warcraft or its polygon counts, but let’s have a look. Here’s a screenshot. As you can see, legs and arms are 4 or maybe 5-sided… so I doubt they’d put 10-sided horns on a shield. Getting a consistent level of detail is more important than having a specific polygon count. Here’s a page that seems to have plenty of screenshots of shields.

thanks man. i shaved some off the horns and played with the rest a bit. good looking out :slight_smile:
http://img141.imageshack.us/img141/6692/lowpolyshieldfrontrende.jpg