So what is the right Topology and polycount for game animation and/or Game Ready Models? I find a lot of images and videos that explain it but I can seem ti find one that professionals use or one that is commonly used for game ready models and for engines to handle and still make the model look good that character artists send to the animation department.
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Give us an example game would help to give a decent answer.
But you can search artstation:
https://www.redshift3d.com/blog/blizzard-overwatch/
And search for Metro Chars on Artstation they show wires.
https://www.artstation.com/artwork/lVLlge
And here some Cyberpunk inspiration. On Highend Chars you have other troubles than topo.
https://m.imgur.com/gallery/mXkv2a0