Any number anyone gives you is meaningless nonsense. If you make sure the mesh is well optimized you can pretty much ignore triangle count. Re anims@ You rig the actual model? I haven't done much animation work but I remember *always* using low-poly proxies.
Any describtion liek "modern" AAA or "next gen" game.. is somehow very "unprecise". It depends on the overal used geometry in the whole scene how "big" the game assets and world "needs" to be. Games which are only running on 1500+ $ cards.. does not sell so well i guess and also are very expensvce in the developement…
I think this sentiment has been around for the past decade+ as geometry has not been a GPU bottleneck/performance issue for a looong time. Just give yourself enough fidelity to look good enough, and within reason and sensibility. There really isn't a goal/benchmark of what triangle limit to aim for, it just so happens to…
@Kanni3d I hear you man! Yeah - not trying to go nuts but was also trying to push it from what I'm used to. Been doing low-res work for work for a long time and wanted to get away from that and try something a bit hi res. Thankfully no hair cards on this one! Wearing helmet. @thomasp wow, 250k sounds awesome! But that…