Hi,
I don't know if this is the right forum for this question, but there is probably no specific forum for my problem. Its like this: I am just retoping a mobile game avatar I have made with Sculptris. You know, the Unity Documentary recommends for a mobile game avatar something between 300 to 1500 polys per mesh, and I would like to have something between 400-450 together with the hair for my avatar. But have the problem that I like to lose myself in detail and I'm never sure how much detail will be needed to get a good normal map even after I saw some videos about retoping and baking normals.
I did a another retopo for the same model before, but when I baked a normal map and tested it in Photoshop it looked similar to a ball.
I didn't find much info about this question in the net, so I am asking here. Here are two images of my avatar and the retopo from the front and from left side (the hair is hidden). I think that the amount of detail was okay before came to the ears It would be nice if you could give me any advices.
thanks very much
yours RLe

Replies
Some lowpoly examples here
http://wiki.polycount.com/wiki/FaceTopology
http://wiki.polycount.com/wiki/BaseMesh
It's a complicated subject. Are you working with a programmer? Ask them what the triangle budget is.
How do you do that normally?
Also 1 poly is not 2 triangles. Read the top of the page in that link to see why.
It's a balance of ten million pieces. Pplycount is a single grain of sand.
To test on your own device, build protype using various free content from epic store. This can help you ballpark requirements before dropping time on production.