Here's my first bake of the model, kinda heavy at 3.6k tris.
I know it's a very generic asset, but I'm going to be adding destructibility, chain physics, and animated water effects. And it's going to be a prop in a larger scene I'm working on. I'll be releasing the asset files as well, but unfortunately since it's being made with some educational versions of software, I can't make it free to use commercially.
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Polygon count hasn't been a bottleneck for a long time. I've even read some posts on here that say dropping a couple thousand polygons doesn't really free up performance much, but using less complex shaders and textures does.
I think even the chains can still stay 3D. On next gen consoles, you have a character who runs around with them in full detail. And this is an open world game.
Of course, always be wise with how you distribute triangles. Triangles that cover large surfaces is better than packing them in very tight areas.