Hi! I am concerned about the question and would like to ask experienced 3d environment artists. How many polygons should a one-story building have for a game of about 90 square meters?
Assuming you're targeting modern hardware (series S or better )
If you're using Nanite it doesn't matter
If you're not using Nanite it still doesn't really matter.
There are only two things you really need to worry about: Memory footprint - a mesh with more vertices takes up more memory than ones with less. This is only a problem if you run out of (static) memory. Triangle density vs screen size - if you have many triangles smaller than screen pixels it makes rendering the model extremely inefficient. Use the quad overdraw viewmode to identify areas where things are bad (red/orange in color) and build your LOD meshes so that things are not bad.
Beyond that - put your geometry into silhouette and dont model things you'll never be able to see.
Assuming you're targeting modern hardware (series S or better )
If you're using Nanite it doesn't matter
If you're not using Nanite it still doesn't really matter.
There are only two things you really need to worry about: Memory footprint - a mesh with more vertices takes up more memory than ones with less. This is only a problem if you run out of (static) memory. Triangle density vs screen size - if you have many triangles smaller than screen pixels it makes rendering the model extremely inefficient. Use the quad overdraw viewmode to identify areas where things are bad (red/orange in color) and build your LOD meshes so that things are not bad.
Beyond that - put your geometry into silhouette and dont model things you'll never be able to see.
Replies
If you're using Nanite it doesn't matter
If you're not using Nanite it still doesn't really matter.
There are only two things you really need to worry about:
Memory footprint - a mesh with more vertices takes up more memory than ones with less. This is only a problem if you run out of (static) memory.
Triangle density vs screen size - if you have many triangles smaller than screen pixels it makes rendering the model extremely inefficient. Use the quad overdraw viewmode to identify areas where things are bad (red/orange in color) and build your LOD meshes so that things are not bad.
Beyond that - put your geometry into silhouette and dont model things you'll never be able to see.