I am making a few mobile game characters that will be heavily animated using about 15-20 bones. I am at the modeling phase of my game and just wanted an idea really. Good thing is that each level will only feature one such heavily-animated character and the enemy characters will be extremely low-poly and unanimated and few, and the scene itself will be simplistic. No shaders or lighting (unlit shader). So its just this one main hero character that I want to have as much detail as possible whilst being responsive.
Unity 3d used to make game and maya used to model,rig,animate.
Replies
The fact of being "heavily animated" does not matter for the vertex count. As soon as one vertex is animated on a mesh, fast or slow, then they're all being animated, it's the same cost.
A lot of things affect performance, not just vertex or bone count. Have you read these?
http://docs.unity3d.com/Manual/ModelingOptimizedCharacters.html
http://docs.unity3d.com/Manual/OptimizingGraphicsPerformance.html
Also, why to count vertices:
http://wiki.polycount.com/wiki/Polygon_Count
I would start with what they say there in the docs.