First off, I’m pretty much an intermediate at modeling. I’m not exactly a stark noob anymore, but I still have plenty of dumb questions to ask.
…and that’s why I’m here. Dumb questions need asking.
I’m designing a player character robot for a little Unity project. Something we’re all doing both for the fun of it, and to get some experience under our belts. I started out with a high poly concept, and I’ve done a decent job of trimming him down to a decently low poly equivalent while still keeping about the same silhouette.
I say decently, because he’s still pretty high poly. About 31,000 tris/16,000 verts to be exact, and I’ve still got a bit more to add. Here’s a shot of him if you want to take a look. There’s plenty I could still trim off. I’ve got quite a few constraint loops in there to demushify my meshsmoothing I could remove, and use edge splits in its place. Plus some of it could be normalmapped, I’m sure (and that’ll be the topic of another dumb questions thread).
Now I’ve looked up polycounts for main characters in modern games, and while on I’m on the high end, I’m still in the average. Still, 31,000 tris is a lot. I’d like to get him down to less, but since he’ll be the one main moving character, and there won’t be tons of other models onscreen in the game (lots of detailed environments, though), I think I might be able to eek by as is. But I’d like to have some second, third, and fourth opinions and suggestions on it.
What do you all think? Way too much, or a little high, but otherwise alright?