The first thing I did was to plan my environment and create the blockout. As I am using nanites I am not so much worrying about polycount. Of course, there are no crazy amounts of tris, but for some parts like the Jesus statue I just decimated it from and created auto UVs and then created textures.
Scale/size of the object is the largest factor here. Use Dynamesh master plugin, as you can dictate a rough amount of points, rather than a mildly arbitrary amount like "resolution" slider.
[ QUOTE ] The amount of guys who are into girls that could break them kinda freaks me out.. [/ QUOTE ] The amount of woman who are into men that mistreat them kinda freaks me out.
You can complain about that, but as long as people pay those amounts, those amounts will be charged. It's the market at work and all that. You say vote with your wallet - people ARE voting with their wallets. :)
I don't know bro, but 3090 have a nice 24gb vram, for purely gaming purpose, the 4070 super should be considered, but for gamedev the extra amount of vram is always welcome.
As for the "amount of tessellation to make the spheres look good" it is true that you would need to tessellate quite a bit. It would help if you already modeled very low poly sphere in the low poly object. That would reduce the tessellation amount. Other techniques, like tessellation only on the silhouette of the object…
(The amount of people currently learning) - The amount of people who gave up / Not everybody does 3D x 2(Not every 3D user uses the Internet) ^ People still attending schools = 7