I was going to say an experienced modeler can approximate how many polygons they are going to use - and can usually shoot for a set amount of polys - 10,000 and hit just under it with all the detail they want.
But then I read this -
So - yeah - good question in that case.
Good advice from dax above - also keep in mind more detail should be used in places where the most animated parts will be. IE. face, cloth, bendable areas.
For hard surfaces - less polygons the better as long as the silhouette reads as intended, use what is needed. Surface detail/bumps - use a high poly sculpt to generate the normal maps.
Keep in mind when the creature is animated - polygon and edge flow is very important to make sure the mesh deforms naturally and believably. And if there isnât enough detail in the highly animated sections - pinching and animated low res polygons look bad. Better to have a little extra than not enough - specifically for animation.
Almost lastly - if this is your first year in 3D creation - I would say - donât worry about it. Just create.
If your âeventualâ goal is to get some models on the asset store - only do that when you are comfortable with your own techniques and abilities. That would be when you do not feel the need to post if vertex density looks alright on a forum.
Is that creature/character a quadruped, biped, or something else? Is it going to be mecanim humanoid rig compatible? Important to know up front.
If the creature is not humanoid compatible - animations will be required to be accepted to the store.
Iâd say aim for 15-18k polygons - with your aim. That will be high enough to add detail you want, but low enough to work on PCs. If there is only going to be one or two of these on screen at once, plus all the other stuff developers will be throwing at the scene.
This is your goal for this character?
What happens when your first customer buys the creature and wants to put it into his mobile mmo - and then bashes you on the asset store because even one character makes his game come to a crawl?
What happens when a prospective customer requests that the resolution be reduced so he can make it into a swarming creature in a Diablo-esque type game?
My point here is - you might think this creation is going to be some type of giant monster only to be seen on screen once, but customers have there own ideas - and want to make the game they want to make, regardless of the artists description on the store.
Consider - the customers wants/needs in addition to what you are attempting to create.
If selling this creature with explicit instruction in the description that he is 70,000+ polygons and should only be seen on screen alone, not duplicated - how many sales are you expecting?
If you create a creature that could be used for the Diablo-esque game around 15-18k polygons - the creature could be used for a wider variety of games, not just those two wanna be Evolve clones. 