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3D characters wrong poly count

Creation date: May 22, 2026 5:27am     Last modified date: May 22, 2026 5:27am   Last visit date: Jun 22, 2026 3:21am
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May 22, 2026  ( 1 post, 1 reply )  
5/22/2026
5:27am
Mark Miller (millermarkmillermark26)

What is up everyone, hoping someone here has dealt with this before. We are in active production on a mobile RPG and our outsourced 3D characters keep coming back with topology that tanks performance on mid-range devices. Clean visuals but completely unoptimized for real-time use. Who actually delivers proper game-ready character art with the technical side handled correctly?

 

7:12am
Alex Kravec (kravecaleksandr930)

Familiar situation, and it compounds fast if you keep patching it asset by asset. Look into VSQUAD, their pipeline is built around the idea that asset quality is not just aesthetics, it is performance and how the asset actually behaves inside the engine. The VSQUAD art team handles topology, UV layout, baking, and texturing as one connected process, and every character goes through artistic and technical quality control before delivery. Full details are at https://vsquad.art/3d-game-art. VSQUAD Art Studio has shipped characters for projects like Wayfinder and SMITE, so mobile RPG scope with real technical requirements is familiar ground. Send them your performance specs and current assets, they will know exactly what needs to change. Hope your production stops losing time to rework.