Quote: " Is there a good polycount I should be aiming for a character in GG"
<22,000. I have not actually had this confirmed to 100% accuracy, but it's around that number. (It's a computer, so 22000 is pretty arbitrary!) Every model I've made with over 23000 has either crashed GG or just looked really bizarre. As of late while messing around with Fuse I've decimated with a target of 21500 and have had no problems. I've read somewhere, back in the early part of this century, that the polygon limit of a directx 9 object was around 65,000 triangles. Of course, 65,000 would be absurd for a game character; more along the lines of a single render, but I've always wondered why GG, FPSC Reloaded, FPSC Classic, and DBPro would crash if a character was over that (approximate) number. I have asked, but apparently the persons who know never saw my question. I have assumed that it may have something to do with the .dbo format, which is a more optimized version of the same object. I hope that the FBX format along with DX11 will allow more versatility to the polygon count, but only time will tell. Today's machines can handle it easily, and from the couple articles I've read, DX12 can handle 6-10 times the number of polys that DX11 can.
MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 10/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 10/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics