So how would you go about creating these assets? Especially the stuff circled in red. Any other way coming to mind other than individually modeling all of these toys and then placing them? I'm thinking about some displacement tricks, but I don't even know for sure how I'd go about that. The assets don't have to be detailed, that's why I'm thinking that some displacement trick would do it. The player won't be able to get close to these, he'd just walk past them.
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I'll try some tricks with some textured planes instead of actual meshes for the toys, see if I'm getting something out of that. If not, I guess I'll just model and place them in such way that they don't exceed the poly limit.
It will be better to work with the client to rethink their level design.
This is a common newbie mistake, choosing references or concepts that can't be made properly for the target application. The designer needs to design within the constraints of the underlying setup.
Look to oldschool PS 2 games for inspiration.
Anyway since the're just static props, as mentioned above I'd agree that in this instance simplicity is key.
The game is intended for PC, mobile, apple tv, and all that stuff. The maps on which these assets go are also huge, tens of kilometers, and they're worried about the number of polys on such large distances. It's a cycling simulator with real-world courses from around the world. The player can't get himself close to these assets, he'd just be passing them while he rides on the predetermined path.