Topdown Action RPG/Adventure game characters (think Zelda style/Legend of Mana)
Feel free to crit any and all things I post in this thread. Actually please do! lol
Hi guys. I am trying my hand at making a (zelda style overhead adventure) game in Unity and am working on a main heroine character. Texture is about over 50% finished besides obvious cleanup issues (bit sloppy atm) and the gray areas, keeping it nice cartoony and simple palettes with a kind of cel shaded style (if you're on Sketchfab check out a guy called Garm, who has absolutely gorgeous models in that style). Which tri count would work better? She will wield a weapon, so I decided to add a bit more topology to her model, mainly in the fingers and wrists, so would it be better to roll with that extra few hundred tris? I know it's not hardcore sub 1000 but I don't care lol, and Unity can handle this size for the main character anyway. What do you think? Left count (the left one was screencapped before I triangulated it so the full triangulated count is 1448) or right count?
model
also a silly pose in Mixamo (I will probably re rig it myself but Mixamo is helpful to test it out anyway ya know?)

Replies
an alternate color scheme for this mesh:
have a gif too (stock mixamo animation to test topology and deformation)
Ooh, nice tip. Any advice on the polycount (hehe, no pun intended)? Maybe I'm overthinking and can afford 1500+ meshes for the main character and bosses/major NPCs right? I'm thinking I'll stick to -1500 meshes for simple enemies and NPCs and whatever will be on screen the most in gameplay. low poly is fun, but also hard o_O