Could this be feasible? Or should I remove the parts underneath the clothes (please considere that the clothes may vary from 2k to 5k polys, with avg 512 to 1024 textures)?
central character for what? you could make it 200million poly's if you wanted to, but without knowing any details about what you're making, what its deployed on, what else is in the game etc there's no answer to this
Still need more details. -Target hardware -Genre -Camera control style -What else is in the scene -countless other factors
You need to look at in terms of overall budget based on your target hardware and frame rate. If everything except the character is fairly conservative in terms of geo and shaders then you can go all out for that one asset, but otherwise you need to consider your entire scene as a whole
Usually most of the polys in the scene are in the environment anyways.
That really depends on the game. Characters in modern pc/console games are pretty high poly(they can be in the range of 100k or even more). Assume an open world game with a lot of npcs. Assume that they are all just 10k and have 50 of them in a town. Assume that they have blendshapes too which increases vertex count. Now its not the environment that uses the most of resources, especially considering that skeletal meshes are more expensive than static meshes.
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you could make it 200million poly's if you wanted to, but without knowing any details about what you're making, what its deployed on, what else is in the game etc there's no answer to this
-Target hardware
-Genre
-Camera control style
-What else is in the scene
-countless other factors
You need to look at in terms of overall budget based on your target hardware and frame rate. If everything except the character is fairly conservative in terms of geo and shaders then you can go all out for that one asset, but otherwise you need to consider your entire scene as a whole