What's better to have in your portfolio between:
-low polies optimized for games cutting details (less geo) in areas that are not visible for the player (e.g. a relatively complex grip for a gun) these areas are clearly visible in portfolio shots and look bad, also in this case I just slightly redesign some details to end up with less geo on the lp
or
-low polies that have more geometry which is consistent around the entire model and no compromises regarding the details/complex shapes that normally are avoided for game models?
Obviously for a presentation I would go with the second option but I'm not sure hence the reason why I'm asking here. Is the triangle count so important or nobody really cares and it all comes down to the final quality? Or it's something in-between and if so are there any guidelines for current gen?
Also I'll specify that I'm not talking about wasting geometry, I'm talking about using more so that the model looks good from any angle. For games however this can be considered a waste but that's the point we're talking about portfolio quality here.
If it's possible I'd like to know what applies for each area like indie, freelance/contract and studio.
I'm mainly doing hard surface stuff and rendering in Marmoset, no plans for game engines currently.
Replies
You will have to crush your art in a production environment but when it comes to an art portfolio worry first about just creating the best looking pieces you can rather than showing you're the best optimizer.
In general these days, it's showing off the high poly/sculpt, then a baked/textured asset, maybe some texture sheets. You don't need to show LODs or anything.
Say you made an air compressor. If it's not intended to be a physics object, it doesn't need a bottom, so don't model that. But that's not something you need to explicitly show on your folio. Don't be showing images of where you deleted geometry, heh.
It's pretty much a sure thing that if you're good enough to make great artwork, you can also optimize it.