#polycount
these are good faces! kind of the perfect level of fidelity and polycount for my tastes haha
November 15, 2025 at 1:59 AM
it's a little janky and low budget, the polycount isn't quite convincing, but you get used to it and it's comfortable :3
November 14, 2025 at 9:38 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
TennoGen10周年、そしてこれからもずっと。

#TennoGen x Polycountコンテスト以来、Led2012氏は継続してTennoGenプログラムへ参加しています。彼の成功は、家族2人を大学に進学させる助けとなりました。 wrfr.me/47z6DT8
November 14, 2025 at 7:56 PM
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
My polycount may be low
But my determination is high
hardcore bondage people are so fucking funny look at this shit bro
November 12, 2025 at 10:52 AM
I've found that the UVtoolkit's pack UV function to be more stable compared to add-ons like UV magic.
The latter is fine for low poly models but completely freezes when dealing with subD models with a relatively
high polycount.
#blender3d #Texturing #3d
November 11, 2025 at 10:14 PM
THEY DE-MAKED ME COOP, DIALED THE POLYCOUNT WAY DOWN LOW!
November 11, 2025 at 6:57 AM
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
Listen this was back when people gave advice like “polycount doesn’t matter”
November 5, 2025 at 2:22 PM
Thanks! The hard part is to balance "recognizable real plant" with "polycount" ;)
November 5, 2025 at 5:39 AM
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
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
plus lmao that polycount is not a problem for pcs, polycount under millions works just fine if your modifier stack is not fucked up
November 2, 2025 at 11:55 AM
Continuing my exploration of Blender's shader and geometry nodes, I made a shelf for my bottles :3

The bottle's shader didn't work on the shelves, probably because I was unwilling to up the polycount. I made a new one based on a selection of edges from the base model!

I'm having a lot of fun :3
October 31, 2025 at 7:52 PM
This one was meant to let me experiment some with optimization for game objects; it's not perfect and in hindsight i could have halved the polycount of the support pedestal without visible issues, but the topside is fairly valid for the polys it has.
October 29, 2025 at 9:31 AM
But you always bake down to one material regardless of polycount, right? I’m really temped to use a parallax material for windows on my corpo buildings but not sure if lotsa dual-material meshes will tank fps..😬
October 29, 2025 at 6:17 AM
Np, glad I could help! :D Tbh I honestly don’t remember how I found his site as I originally bookmarked it for lowpoly long ago, but realized its super helpful going into painting vs pixelart. My guess would be the digging through polycount forum lol
October 29, 2025 at 6:00 AM
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
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
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
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
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
choker mod ended up being a whole whopping 112kb

just high on polycount (4,9k) because i cba to optimize/retopo for this
October 24, 2025 at 10:57 PM