The polygon count doesn't really matter, because it's for 2D sprites not a real time 3D render.
It's still a good idea to stay around that limit, for personal use. If you want to use it in a demo reel, or if we start using a 3D engine at some point, the model could be used as is.
I don't go as high as you would for a film quality model, because I want to try it in a 3D engine later on. A lighter mesh is easier to work with in general. I've been thinking about going full HD on the next one though, just to have something with that level of detail. That's full classic modeling, using normal maps for minor details, and actually modeling all the forms.
If you wanted to make a photoreal model like that, it's up to you.
I can rig and skin your model, unless somebody else want's to do so.
It's still a good idea to stay around that limit, for personal use. If you want to use it in a demo reel, or if we start using a 3D engine at some point, the model could be used as is.
I don't go as high as you would for a film quality model, because I want to try it in a 3D engine later on. A lighter mesh is easier to work with in general. I've been thinking about going full HD on the next one though, just to have something with that level of detail. That's full classic modeling, using normal maps for minor details, and actually modeling all the forms.
If you wanted to make a photoreal model like that, it's up to you.
I can rig and skin your model, unless somebody else want's to do so.
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