Currently at 2,714 tri polys total. I don't really have a specific goal in mind, I'm just being as frugal as possible and adding more detail on what's more important to me. For example, it's unnecessary to have the harness a separate model, it could just as well have been a texture, that's what I did on the "Cloud Replacement" model. But it makes me happy to see that detail. If I had the need, I could compress him way down. But there isn't!
I still haven't finished the face (I did, but that file got corrupted) I haven't done the hair or the hands. I wager I'll use 240 on the bolts on the wrist things, hands somewhere between 200~300, and the final head somewhere between 500~600... Ish, I'm not really sure yet!
So I'm estimating the final version will be about 3,600~4,000. Which isn't really all that bad! More than I need, absolutely, but enough to make me happy! It's weird, because I want to make it as streamlined as possible, but I want detail. So, there ya go!
*The "
Cloud Replacement" KH rip-off I did was 3,446 tri polys total. I think I'm hitting close to my mark of making my own version of this model with slightly more detail in some places and less detail in others. *My KH rip-off Sephiroth was 4,057 polys (All that damned hair!)
The original KH Cloud is 3,150, hope that gives some bearings. My model's more detailed in places to satisfy my obsessive needs. And it all runs in the game fine anyways
So why not!
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And we know because of Reunion (The guy who made
PC Creator) That FFVIIPC can handle 24,978 polygons!
http://forums.qhimm.com/index.php?topic=5828.msg74935#msg74935So I think we're not doing that bad then!
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Oh and NeoCloudstrife...
I'm using the same textures because I'm using the same source! The texture files from KH are 128x128 and all fit nicely in a 512x512 square! That's what I meant when I told you they don't need to be any bigger! My textures aren't any more cleverly applied than the originals made for the KH Cloud, I just basically took their work and painted my own changes on top, that's it really! Nothing drastic.
The hard part is skinning, making sure the uv's of the model are unwrapped and flattened out correctly. Use a checker board texture to check it's correctness, if the squares are still square on the model, you succeeded! But drawing the textures probably takes the most time for me. I got the modeling down, I'm experienced at skinning now.
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edit: After a few more stolen minutes...