Need some general info on polycounts!

Hi there (again).

Right now I´m applying as 3d modeler for Unity game development.

I want to make a proof of concept for them to see, iow create a character, rig it and animate a simple walkcycle that I´ll import through fbx into Unity free edition. Nothing fancy, and I think I have the workflow figured out.

It´s really just to show my model behaving well in their game engine of choice.

So, I would like to ask you guys what the ideal polycount for a Unity character is.Naturally I want to impress with a model as detailed as possible, so let´s say the final platform is PC. Let´s forget ipad and phones for a second :wink:

Oh, and it´s a scifi soldier character like you´d expect to find in modern 3d shooters…so, let´s say, comparable to Halo characters.

Thanks in advance for any help with this.

PS4 presentation mentiond 30000 triangles per nex-gen-console character

Wow, more than I thought. So if I model around 12.000 quads in Modo I´m within a realistic range, right?

For now i want it to run well on a normal gaming PC with a good Nvidia card.

I think I stated the most possible ceiling, the rest is HUGELY depends on the game type you are working on. Keep them as less as possible to stay safe. Also read this: http://forum.unity3d.com/threads/54832-3D-model-polygon-count-How-much-is-optimal

OK thx man!:stuck_out_tongue: