
While building Callisto you went well over the 1,500-polygon bud
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get — that’s generally the reality of modeling a character in max or
any other tool. Having a higher res version of the character lying
around isn’t such a bad idea either, because if you need it it’s there
(easier to go down than up, remember?). I’ve dedicated this chapter
to optimization because in a polygonal, real-time environment like
Quake III: Arena or Unreal Tournament, reducing your poly count
on a regular basis is a part of life. This is an important concept and
an important skill to have if you want to be an effective modeler.
Optimization Explained
Virtually a modeling technique ...