#polycount
Ten years into #TennoGen and many more ahead!

Led2012 has participated in the program ever since the TennoGen x Polycount Contest. His success has allowed him to send two family members to university! wrfr.me/47z6DT8
November 14, 2025 at 7:00 PM
I have personally sworn it had the polycount to that of Nightmare Karts!

Glad to see I am not the only person with that intuition.
November 14, 2025 at 9:29 PM
wierd, while i render, i cant get fluid 24 FPS on the Enna blend-file (24k verts), i get around 10FPS. but i get fluid 24FPS on the Mina blend-file (28k verts). Mina who has a slightly higher polycount and this makes no sense. I also able to play BG3 with frame drops but its playable
November 7, 2025 at 4:51 PM
Even if you don't make CC, I recommend that folk get S4S for a number of reasons, but mostly so that you can check the polycount of anything you download. I downloaded a Coke can accessory to make a pose with & discovered that it was almost 40k 😭💀
November 2, 2025 at 2:21 PM
I think the most useful thing you can do when downloading 3D assets is to look at their polycount. You want all of them to be around a similar range, like, smaller ones being 2~3k, larger items around 10~15k, so on. What you DON'T want is accidentally download an asset with 800k triangles.
Pretty pleased with my single stall bathroom scene now :> Tons of free downloadable assets, and with some UV and mapping changes, it all looks pretty cohesive!
November 2, 2025 at 2:36 PM
a trick to reduce the polycount of gears, made a pbr material with alpha cutout and layered 3 quads to fake depth (yes i know they're not touching each other, was just doing a quick test in engine)
October 28, 2025 at 3:06 PM
There was a time when you would be banned from the Polycount forums for posting something that unoptimized.
October 28, 2025 at 7:48 PM
Oop, I noticed I left a couple subdivision modifiers turned on in the viewport, rather than just on render, which was blowing up his polycount unnecessarily. I've rectified that, so feel free to either turn these off yourself, or redownload the file here:

drive.google.com/drive/folder...
October 26, 2025 at 2:23 PM
He's supposed to just be 60k triangles with the dick on! It was blowing up his polycount WAY higher because the claws had 3 levels of subdiv on them lmao
October 26, 2025 at 2:23 PM
Looks slick, welbot! Now texture that sucker :D

Gave me flashbacks to that low-spec Tron challenge we did on Polycount like....16yrs ago (oh god it's been that long).
October 26, 2025 at 7:49 AM
We had small studios full of artists just experimenting, sharing what we learned and somehow managing to to create a product. As the years rolled on, 3D game artists started developing a shared craft via forums such as Polycount. Tech developed in pace with us so we always had new things to share.
October 25, 2025 at 12:20 AM
gabba v2 is so close to being finished!
improvements on v1 include:
-lower polycount (down to ~20,000, base model is now Excellent)
-merged all meshes into one model
-more interactive physbones
-WHISKERS!!! and eyebrows
-misc topology and aesthetic tweaks for added cuteness
October 22, 2025 at 11:45 PM
thank you! I'm real proud of him

and soon, I'll have a vrc model of him too (this one needs to be pared down a bit to be within polycount)
October 15, 2025 at 12:03 AM
Tonight’s fit for dinner and a movie with my love. I will honor my vfx forebears tonight at Tron.
October 10, 2025 at 9:46 PM
I didn't mention this before but the UGC hairs I made for roblox were also submitted to #recroom I just had to reduce their polycount and make them compatible with dyes. It's not an easy task but we always get our sales in this platform when it comes to unique ugc.
#ugccommunity
October 9, 2025 at 11:00 PM
The old Polycount wiki page on topology is on archive. I never got to use this site much when it was more active but there's a lot of good info in here for 3D artists.

web.archive.org/web/20150109...
CategoryTopology - Polycount Wiki
web.archive.org
September 30, 2025 at 2:34 PM
What's this, polycount denial? Placeholderification? Force-low LOD?
September 29, 2025 at 8:11 PM
Once again thinking my polycount should be lower
September 22, 2025 at 1:23 AM
How interested are people in paying for an addon that reduces polycount dramatically to help give you headroom to add accessories to.
September 20, 2025 at 12:22 AM
September 19, 2025 at 10:49 AM
Sorta! Each cloud model has Metadata you can access and read before download their "package".
It doesn't appear to have polycount as part of that meta data at the moment though.
But sorting by popularity and ratings, as well as "style" can be part of the search filter yeah.
December 4, 2024 at 8:17 AM
The yellow paint discourse is back again, I get why it's a thing, as environments get more photo real and high polycount it gets harder to tell interactive part of the environment apart from set dressing, I just wish the solution wasn't allways the painting gnomes visiting the deserted island
December 30, 2024 at 11:46 AM
Finally got around to posting more work from ChimeraCustomXG Woooo!!! This one was a blast to make!! It was a pleasure to work on the Legendary Combo Rifle.
Definitely check out my portfolio post for more images.
www.artstation.com/artwork/RKLVLX
#polycount #gameart #gamedev #3D
November 9, 2024 at 12:07 AM
This is difficult as creators want to make more and more detailed worlds but there are tricks.

Consider the polycount of the asset kit you are making and try to not go over 1 to 1.5mil polys of detail for the entire kit. Then use gpu-instancing for instances of the assets
December 5, 2024 at 6:14 PM
love my critter
November 29, 2024 at 1:04 AM