I need some help, I’m creating an Asteroids clone and the Asteroid model I’m using is 6310 verts (the faces are 11880) would that be okay for an object that will be used a lot? Also I’d like to say that this has to run on an xperia play for my school project.
6310 is pretty much considering that current gen consoles use around 20k polygons for their character models. You are doing an Asteroids clone so I presume there is going to be a lot of rocks flying around the screen at the same time.
If you are going with 3D then normal mapping is probably the way to go. Do a rough low poly model based on your current asteroid and then create a normal map from the high poly model (most 3D modeling softwares can creaete normal maps automatically). Use this normal map with your low poly model. There are a lot of good tutorials out there that show the basic principles of normal mapping.
That’s high for mobile, but poly count isn’t the whole story. It depends on how many unique objects and materials are onscreen, what kind of lighting and shadow you’re using, etc. You could probably kill a mobile game with a 300-poly model if you used lots of materials, dynamic lights, and dynamic shadows.
If it’s a 2D game, perhaps you could do high resolution renders of the model and save them as 2D sprites. This gives you the visual quality of as many polygons as you want, without any of the 3D overhead.