I’m working on some props for the Marketplace: Necro’s Bone Box. My question is this: what triangle count should I be shooting for for this type of mesh? There probably wouldn’t be that may skulls in a scene, but there might be lots of the other bones thrown around. I’m developing for modern desktops. Any info is appreciated!
Polycount is worth considering, but its not the only factor.
I can make a simple object with relatively low polycount and slap a really convoluted and elaborated material on it that uses thousand and one shaders, and it will perform worse than a whatnot-K polycount model with just a dull diffuse texture…
I would say, as a rule of thumb: If the detail/feature cannot be produced satisfactory with materials (normal mapping, displacement mapping, etc), then use geometry to model it.