Why isn’t it a basic requirement of the Asset store to list the polycount of 3d models? I hate looking at a beautiful model that I want and it doesn’t have the polycount listed so I am not going to buy it. I’ll just buy a slightly lower quality asset that does list them. In general, if it’s not listed, I assume it’s as high as Woody Harelson on a bender in Colorado.
It would still be possible to not tell the right amount of tris though… number of bones in the rig of a character is really important as well.
It will help a lot if they classify the model assets into Mobile and Computer/Console.
If you have pro, Cruncher is invaluable. I do agree it’s basic info to list the rough vert/tri count that should be included.
We do post examples of our work with polycount. Or something wrong?
http://forum.unity3d.com/threads/asset-fantasy-medieval-town-assets-pack.264677/page-2
Yours are a perfect example of the right way to do it.
But there are lots of others that have nothing at all like this; no forum post about it, no website, nothing. Not even a simple statement saying what platforms they have been tested on.
@lmbarns
I have several different ways to reduce a model, is Cruncher any better than any commercial program dedicated to the task?
Yes it’s the best one I’ve found and works right in the editor.
In the past I used blender decimate, then I moved onto a program called ultimate unwrap 3d pro that has a very decent poly reduction algo. Then found Cruncher and have also bought some of the other unity assets for the same thing to compare, like Krabl (works in unity free), and Simplygon (more features).
This is an example with some already fairly optimized meshes.