I just finished the hair rigging video and I noticed how crazy high poly count they were and how much they added on to the model and I am really confused as to why, they are only a path with a circle curve. or is the number of subdivided points on the circle contribute to such a high poly count? I only have maybe 6-8 vertices on the circle itself. I also had to turn my subdivision down from 2 to 1 on my entire model to reduce poly count, it was altogether at 460k, after turning it all down it went to 46k without the hair. What could I do to reduce the polycount further without touching the subdivision again? I heard it was good practice for 20-30k models for game optimization (I want to use it for unreal engine)
Without hair^
With hair^