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…
I think you missed the point I was trying to make. But you can search artstation: Seeing that some character in destiny had 75k tris doesn't really provide much useful info without any context, though. A question with a more productive answer is, "How do i model with efficiency?" That can't be answered in a single thread,…
For overwatch take a look at this article. 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
You have to understand the system to be able to make the correct scenario based judgement. It's like asking how many seats should be in an automobile. Only thing to do is ask more specific questions. Whats the platform, target audience, genre, etc etc. You get to an estimate by answering those questions, and then you get…