I'm looking for advice regarding thickness and double-siding (interior plane, exterior plane) retopology meshes for models to be used in various game engines (and renders).
For example, if I have a skirt or a dress sculpt I've retopologized, baked the details, et cetera; my concern is related to if the skirt / dress / clothing object of choice looks paper-thin in both game and render scenarios versus considerations like UV space (islands + texel density), polygon count (another shell layer will double, but we'll optimize it so we get rid of the vertices you can't see and cap it off at a certain point) and so on.
What would be the proper practice? Thanks in advance!
EDIT: Attached an image as a sort of reference point, not the best retopology (around 4.7k vertices, will shave off / clean-up even more -- a solidify interior layer would double it to almost 10k, which would then again be shaved off to get rid of the ones you will not be able to see at all)


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Oh, and welcome to Polycount!
In my case the players (multiplayer) can get up close (essentially up to the bounding box / hitbox of the full player model), can zoom in, there's also a free-floating camera mode (mostly for editing).