#polycounts
I make all my assets using techniques and polycounts from games from the era. So each asset could run on the PS1 game. However, the amount of assets in a scene is a lot more than the PS1 could handle.
November 3, 2026 at 4:50 PM
That "I promise I won't bite" is peak collab energy, but my Tamagotchi says it's just because biting a 3D artist scares off the polycounts.
November 2, 2026 at 3:28 AM
really all we need is a remaster of the Xbox version of Burnout 3 with higher model polycounts & texture resolution, along with Criterion spinning back out from EA and taking all of their IP with them
October 20, 2026 at 10:28 PM
psx/2 devs weren't *trying* to look bad. they were working miracles with the limitations they had and doing actual wizard shit to make these games run on that hardware. modern devs arent pushing the boundaries of a psx/2, they're limiting polycounts and building a game in unity
October 21, 2026 at 9:13 PM
Ive gotta learn eventually to work on higher polycounts/sculpting. But i just keep getting overwhelmed lol

In the meantime, have a WIP - based on my recent playing through Twilight Princess :3 Sidenote to the sidenote: Linkle mod is cute.
October 15, 2026 at 9:37 AM
Now I will say Sims 4 modding does tend to hit a different demographic than most other modding communities, so it *is* fascinating to see probably the most egregious polycounts, and mods that don't fit the Sims style , even before genAI. But not something to patent.
October 8, 2026 at 4:51 AM
Now I'm wondering if there's film-ready 3D models in all of this. I'd love to see the polycounts and rigs for a film-ready model and see how to get the same quality.
October 1, 2026 at 9:04 PM
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September 26, 2026 at 5:26 PM
Before saying "we're beyond having to care about polycounts" consider mesh colliders as well as render meshes.
September 25, 2026 at 5:21 PM
I have collected the spectrum of replies. Most useful: "consider edge-loop detection" (which is useful for editing but means you can crunch-down for silhouette finaling before UVs).

Least useful: "polycounts don't matter" (a) stylized modeling has benefits beyond perf (b) consider collision meshes.
I spend way too much time overthinking low-poly/hard-surface modelling topology. Like is the top shape better because it's all quads, or is the bottom shape better because it doesn't have unnecessary geo??
September 25, 2026 at 6:32 PM
I've just been seeing the polycounts of outfits go up and up recently, and it's the exact opposite of what I want from an outfit. it's making me not even want to browse outfits anymore due to the 90% chance that getting it ingame is going to be more effort than it's worth
September 17, 2026 at 4:42 PM
haha no worries, I'm also just ranting. <3

(I do totally concur with you about how useless "fidelity" is, abstraction on all levels is where the magic lies, whether it's graphics/presentation or whatever else. Katamari is not going to be improved by bigger polycounts, textures, or raytracing.)
September 10, 2026 at 11:52 PM
We're at this weird crossroads where I think because games can handle high polycounts and high res textures, we're just straight up adapting hyper-detailed illustrations and concept art right into games instead of riffing on those designs for maximum technical efficiency.
September 8, 2026 at 4:32 PM
I tried first with something else I had made, but the polycount was too high. Ultimately you're just going to get better results with a lower count, but even with this one at 1245 triangles I was pushing it a little. Polycounts, but also diagonals do not play very nicely.
September 5, 2026 at 9:46 PM
I like that when Big Boss cries over the Joy in the original MGS3 it isn't even a manly cry. He looks like a sweet baby boy who misses his mommy. The grizzled high def version in the Delta remake of MGS3 loses it in favor of basic machismo. It's a shame.
September 1, 2026 at 3:25 AM
#Blender #Lowpoly #Render #256fes #GothChick #GothWoman #Black&White #Nyarly #FreePS3 #polycounts

Poly counts:
Naily/Petra (I had some names in mind) - 251 tries (520 with outline)
Shadow: 2 tries
Cranium Slug - 42 tries (84 with outline)
Background - 114 tries
August 26, 2026 at 5:35 PM
Getting into low-poly modelling has genuinely rekindled my love for 3D environment work.
August 23, 2026 at 10:22 PM
Next on the TODO list is to convert every character that uses bone-per-vertex facial rig to using shape keys and driver bones instead.
On the way, gonna be adjusting polycounts and some details that I think need adjusting.

#sAm_art
August 19, 2026 at 10:08 PM
"modders have more time to work on models, and those models don't have to conform to lower polycounts" is the discussion to have when a game ships with square grapes, not when a company like almost adamantly does not want to make textured hairstyles
November 10, 2024 at 7:58 AM
Seems like there was a collision of misfortune and mistakes around this game.

I dabbled in Unity's ECS and DOTS way back in 2019, I never would've guessed that it would still be 'experimental' 5 years later.

On the other hand, using hair sims and 7-figure polycounts without a plan for LODs... oof
November 17, 2025 at 6:48 PM
granted i think my issues is that i tend to block-model at quite low polycount. because high polycounts get unwieldy, and sculpting makes me have to endure retopo hell. i suppose the move is to rough it out w/ block modeling, and then use sculpting for the details?
July 11, 2026 at 4:19 AM
containing

Three

polycounts
September 12, 2025 at 10:44 PM
People who charge money for unoptimized assets with huge polycounts and massive blank and/or uncompressed textures? Do better. Not a single one of you actually lists any performance statistics on your mods, you can at the very least do that so people know what they're actually buying.
June 30, 2025 at 8:57 PM
Its similar and learned skills will translate, but Zbrush is WAY more optimized, especially with high polycounts
August 1, 2026 at 8:45 PM