Hi, I'm working on a character/creature for a game being developed in unity 5 and I've been given a very flexible triangle limit, <80k; but I'm actually not sure how such dense meshes are handled. My instinct is to model the silhouette and animation loops as normal and then use the rest of the poly budget via subdivision/tessellation and height maps?
For example in the ribcage area here should I be trying to capture the undulating shapes of the ribs in my mesh or is it correct to model cleaner edge loops and get the subtle silhouette details through subd and height maps later?
If the latter is correct should I apply the subdividing in my modelling package or leave it to the in engine tessellation? Or a combination of the two?