Finding the Polygon Count
Before we begin optimizing, let's first look at how many polygons our model currently has.
Load in the last file you saved, Kila_Complete.mb. You first need to convert the geometry to triangles in order to get an accurate reading.
In the Faces line, the far-left number is the current scene's polygon count. This includes only the polygons of objects onscreen, so make sure your entire mesh is visible. Our current polygon count is 5856. This is 1356 over our budget, which is what we expected.
Remember that we added the higher-resolution hands and ear in Chapter 4, to see if we could use them. Each hand alone is around 1010 polygons. If we replaced those with the lower version, which was 406 polygons each, we would save 1208. But we don't want to do that just yet as we first need to remove the unnecessary polygons. We will begin by looking at Kila's upper body, concentrating first on her arms before moving on to her torso, considering various places where we can cut back. Next we will look at the lower body, including waist, legs, and feet, before working on her hair, neck, and face.
After we've made some changes, we can recheck the polygon count and decide whether we need to make any additional sacrifices, such as swapping the hands for lower versions.
Let's begin by looking at Kila's arms. (We'll leave the hands for now, just concentrating on the arm itself.)
Before you start, make sure to press Z/Cmd+Z to undo the triangulation you used to get a polygon count. Or you can reload the file called Kila_Complete.mb.
With the model now back in quads, the polygon count will be lower, around 3342. Don't let this fool youMaya's quads can be made from a number of triangles, not just two, so this number is not an accurate reflection of the number of triangles in the scene. We want this amount to be around 2600. When in doubt, it's always best to do a quick triangulation to check the actual count.
That's about all we should do on the arm for now; if we need to, we can reduce it further later.