aspiring game artist here. For the past 6 month or so I have been working relentlessly to learn 3d modeling for game, and everything I’ve read or learnt taught me to always mind the holy polycount (please note I am only working on static meshes so far). And so I always remove the faces that won’t be seen in game, as a good practice. That allows me to create entire interior scenes with very few polygons.
Some days ago I thought it was time to start creating levels with my growing model library and sarted messing around with UE4 template to see how the example assets were made, and oh boy was I stunned! The simplest door frame sm have 1k faces! A freaking TV has 600…? A couch has 4k or so…!?
So the question is, is everything I’ve learned garbage and UE4 is so awesome I can apply subsurf to my game models and fancy things like that ^^ OR those example assets are just eye candy and not actually usable game assets?
And finally, why would you want to make a 4k faces sliding door when you could use texturing to create the same level of detail…?
I guess that’s my questions but I’d be grateful if someone could enlighten me.