
Re-did it as I got on my computerĮdited by Matth85, 08 November 2014 - 01:39 PM. Keep it under 5-6k for uniques and 3k for non-uniques, and even phones can use them without stressing the system.ĮDIT: I wrote the first reply as I woke up, on my phone. So, unless you go berserk with polygons, it isn't a problem. That said, I can't think of a single weapon model that would require that kind of polycount. We could easily make weapons at a triangle count of 10k-20k to high-end computers. That is 8 years of technological progression. In Oblivion we worked with a polycount of 1k-3k.

The lowest I have gone is 300 polygons, the highest is 2.5k triangles. Potato quality. - 1k polygons.(1k-2k triangles). Just in case the player feels like spawning a gazillion mobs using this weapon, I don't want their potato(read: computer) to blow up. I try to aim at 3k-5k though, but I have no problems hitting 10k Tris in the end. Can easily push a model up to 10k tris. When you have answered that, here is a quick outline of what I do: Do I want to keep true to Skyrim/the game, or do I want better quality? Which his about as much power as my Phone got, or a potato.) Is this for next gen, or made for a potato(Read: old pc, with the same specs as Xbox 360 or PS3. How close up will the player be to the model? How many of this model will be at the screen at once? This, however, is not recommended unless you plan to make a model without a normals map or a specular map. If you really want to optimize things, you can triangulate it yourself, saving triangles where you can and deciding the flow of the shading. So if you got a model at 1k pure quads, it will be 2k triangles.

Also, remember the game works in triangles.

When thinking about polycount there is a couple of question you got to ask yourself.
