so I made this shoe. It was 44K tris to start with. I know that's way too many, and I think I can't even upload it, but it's detailed. I didn't go crazy, with subserf or anything, it's just details.
so I took out every unnecessary vertex I could find. Sacrificed a bit of the smoothness and detail, and it's 33K.
now... I want to see Renee.
still too big. I could upload it in parts, and get it past the uploader limits
but I don't want to cheat that if that means the shoes are going to cause problems. What's normal for a shoe?
I don't want to show it because at this point I'm not at all sure I can sell it lol
I don't think it's "overly" detailed compared to other shoes I see for sale.
I took all the back faces off
I'm just wondering what an average is for shoes
I've made several boxy boot shapes that were well under 10K tris. But you start putting rivets and buckles and trim pieces on, and things get crazy
oh I didn't even try. I just assumed because I've heard people say that anything over 30K breaks the mesh
and I've heard people complain about hair that big crashing sims. I just don't know what's considered "reasonable" for mesh
I guess I should start by trying to upload it now
can you post a wireframe pic?
it's not joined but I'll post it
and i guess you did the smoothing thing in the uploader or with your material settings? (otherwise the number of vertices goes craycray(
oh man, I never thought to just rez one and check the LI. Shoes are so SMALL, that's crazy LI
44k tris should be not a problem uploading, if you take into account the note about staying under 21k tris per material.
Oh hey, those are nice! Depending on size those could be unisex.
imho you could simplify the mesh a lot, it doesn't need that many polys
thank you Raynee. They are meant for a men's event, but yeah, I hope to wear them
yeah, I'm an novice, obviously. I played around with pulling out more loops and kept breaking things, probably because I built them poorly
you have to test renee. if you - i.e. - set the lowest LOD manually in the uploader to "0" it safes A LOT Landimpact. alas: you have to check how it looks from a distance.
usually the distance is so high that the avatar wearing the shoe sees himself more or less a stick figure - but like said - you have to play with it
A lot of your details can sometimes be converted on to good texturing.
right, I know how to get the land impact down, but I thought the 21K limit was per object, not per material. That makes a big difference.
you got all the advice already but can i just say WOW you made those that is amazing!! great job!
awww SySy, you are so kind

Thank you!
yeah i've found that manual retopology is pretty much the way to go
thank you, this is a big help!
renee: i'm checking some of my models in the uploader, worst one so far is 18k tris for a pair of rigged boots, knee-high and with lacing to the knees
and i'm really not that good at efficient modelling
Most of the details will need a high enough tri count in medium LOD for the average viewing distance. You might want to consider retopo-ing the model so you have less number of polys.
This would possibly mean seaming and unwrapping again though.
Also if you're in blender using modifyers (subsurf etc.) see if you can tone those down anywhere you can a bit? I notice that skkyrockets the count aswell
at first i was like OOOH nice this subsurf! looks nice and smooth! click click oh nice, lets set it at 3! smoother! ow. thats a TAD high
SySy_Chapman : In blender you can render it at a higher count but use a lower count in "view" so you save on polys but still get smooth details on textures.
jackalennui: right, I'm generally around 10K. I'm not sure how this one got so out of control. I needed a lot of loops to get that front piece to bend down and around the shoe, and I ended up with a
lot of loops to get the back part to lay down reasonably well too. It's all subserf level one though. I just used that many loops.
I need a lot more practice
Rogan_Diesel: yeah, I can see that I'm going to have to unwrap it again. Fortunately I didn't have to do much to to the UVs for the texture I wanted, so I don't have a lot of work in there yet
ReneeF: is there any chance that you can "fake" the details via Normal Map? like baking the NM from a really high poly mesh to a low poly one?
that's a good idea. I'll try.