Importance of poly-count

Hello everyone! I’ve been working on a game and, in the process of doing so, I have been creating my own 3D assets using blender. I wanted to ask how many polygons are too many for an in-game object. I am creating an elevator that I’ve animated using a skeleton. Said object has about 23,000 triangles. It’s going to be taking up most of the screen space while being rendered. I didn’t want to take a low-poly approach in order to acieve realism but I’m starting to wonder if I went too far. Can someone please help me understand what a proper poly-count is?

For reference, the unreal SK_Mannequin is 41,052 Tris. You can find out what other assets are by hovering over the skeletal mesh or static mesh.

Im not sure about performance as I am still working on game mechanics but I do know you really won’t have to worry about it UE5

Yeah, Nanite does sound extremely exciting.

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