Quote: "Hi please remember round assets can be perfectly round at a cost in faces, the more faces (polygons) the smoother and rounder it can be i.e a basic sphere with 24 sides (slight angles visible) will be about 200 - 400 faces if we increase the sides by 4x say 96 sides we would have a perfect round ball but the face count would be considerably higher at around 4000 - 5000 this would be classed as a medium to high polycount rather than a low count.
if you really want a perfect round ball I will make a Ball for you with 96 sides that you can try"
I totally agree with Kev's assessment. To make a ball that is perfectly smooth it will take a lot of poly's, and for a small object like that 4k to 5k is really high.
But, (i know you know, and this is for the benefit of others who don't know) also bare in mind that with regards to low or high poly, there's not really a defined number, mostly it depends on the model and is very subjective. A small model with very little detail may be considered high poly once it hits 100 poly's, but a larger model with detail, may not be classed as high poly until it hits 10k polys, and so on.
This is something that has been really difficult for me in the past because i'm very ordered in my work, and not being able to say to myself "X number is high poly, don't go over that number" goes against everything my brain tells me. So basically, for those who wonder where low poly starts and ends, there's no fixed formula, the way i think of it is ... always try to use the least amount of poly's possible to make it look as good as possible, if you can't reduce the poly's any more without it starting to look wrong, then it's low poly for that model ... also remember that you don't always have to add detail to your models, you can add it in the textures if you need to, and also you could make a high and low poly version and as long as the overall geometry of the low poly covers the geometry of the high poly you can bake a normal map from the high poly to the low poly to fake the detail on the low poly.
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