There's nothing wrong with Monty Python though, it was actually a little goal of mine, so thanks I got the monty python comment before, so I'm glad it's noticable. And without textures, I don't know how to texture a model with a polycount of 10 000 000. Thanks!:D
Avoid scaling. This will make you texture desity different. Scaling is the easiest way but not professional. Also it will make dozens of faces rendered but not visible. If you want to make a crazy-detailed cave on PS3 you need to avoid losing of polygons and I'm talking about 1 000 000 tris scenes.
There are 10 000 3d models of Audi in
our search engine, but only 2 000 models of Peugeot. How do you think why? All 3d models of the world are
here https://3dmdb.com/3d-model/
A better question would be to ask how many do you need? 90 000 polygons used to create a single piece of vegetation seems a lot less reasonable than to use those 90 000 polygons to create say a key character in your game. I think it all comes down to whats reasonable or not.
Looks fine but design wise I think you could do better, have you taken a look at old depictions demons. Instead of the archetypal monster with sharp teeth they look quite terrifying: http://media.galaxant.com/000/123/686/desktop-1425912124.jpg http://media.galaxant.com/000/123/692/desktop-1425912133.jpg
I have the same situation. My config AMD PhenomII X4 955 3,2Ghz 8Gb RAM and Maya lagged on 200-500k polygons. And selecting different object very slow. But on Softimage I work with 15 000 000 polygons and softimage not lags. I think this problem in Radeon's videocard. Sorry for my english.
Something that I sculpted for baking normal maps. I´m still learning to use ZBrush but I love it already. 10 000 000 polys started to make my pc run slow so I need much more horsepower!
Man, looking at the concept, I'd say that if I was you, I woulnd't try to realistic approach. Instead, I'd prefer to folow some stylized refs, like this: http://blogdebrinquedo.com.br/tag/bishoujo+marvel/ or this http://images.gamekult.com/blog/imgdb/000/000/086/867_2.jpg
Thanks lotet! Thank you Shanthosa, I respect you in return!:) I'm done with the low res and I generated the normal and AO. With the hair/eyes/teeth I'm just above 13 000 tris. With the previous sword and shield I should be at 14 000 tris.