Quote: "As a matter of interest how many polys do you expect this weapon will end up with.
First off, I always go by triangle counts as poly counts can be reported differently and everything is triangulated in-engine anyways.
This is currently a little over 13K tris, not including hands. I doubt more than 1K will be cut and that will be a wash once once I add speedloader mesh and possibly additional cartridges, if needed. That's a good amount more than my autopistols but less than my rifles. I blame all of the rounded surfaces that come into clear view when aiming. Overall, I am aiming for mesh fidelity competitive to PC games like CS:GO, Arma3, Squad, PUBG, etc.
Most importantly, however, my weapons are well optimized for minimal draw calls by limiting the number of meshes, using a single texture and skinning all vertices. As the rendering update moves forward, I anticipate that draw calls will be much more of a bottleneck than geometry. That said, these won't be ideal for those looking for low-spec assets but should quite suitable for what will be considered mid-range in a year or so.
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