So when it comes time to take a high poly sculpt and convert it to lower poly asset, is decimation the preferred method if you are not going to animate? Or is it still best practice to retopo with quads?
When creating a new retopo with say 3D-Coat is there a standard guideline to know just how low poly to make that mesh? say the high poly is 2.4mil, is the goal say 10K or a %?
I am sure that where the asset ends up dictates some of the answers (game engine versus stills versus animation etc.) Just trying to determine a good foundation to build upon for creating low poly assets.
Always learning, thanks.
Replies
Look up art dumps, sometimes they show wires, polycounts or other technical snippets about the project.
http://wiki.polycount.com/wiki/Polygon_Count#Typical_Triangle_Counts
http://wiki.polycount.com/wiki/Topology#Realtime_Topology_Examples