While trying to determine the poly count for the project I am undertaking, I considered how the entire project would need to be optimised to run in engine. The same thing would need to be considered if working in a AAA studio, and is cited as a requirement in most of the job advertisments I looked at.
Having decided on making a building using PBR texturing methods and utilising Polygon-sculpting methods, I looked at similar games. Considering I had looked at job adverts from Rockstar, I researched into the polygon counts seen in games like Grand Theft Auto V, Infamous Second Son. Games that use cities as their environment.
Another source I found is the Unreal Marketplace which, as the engine I am wanting to render the assets in, is useful in providing professional constraints for the work and also provides me with the means to sell my assets if I wanted to. This is a standard which ensures that assets are on par with the standards that are expected of the engine, and run in an optimised manner.
Finally, forums like PolyCount and 3D media companies like Turbosquid give some indications of the kind of poly count that is typical of certain games.
The spreadsheet below details an artist at Turbosquid's experiences with real-time poly counts. While a lot of the assets on Turbosquid reach exponential amounts of detail, the 'real time' assets represent a significantly downscaled version of what is normally offered, while still maintaining a lot of detail.
For my work, as I have decided on a modular building approach, I need to consider how much the count is going to increase, just from modularity alone. From the spreadsheet, it looks like I should be aiming for around 100k per asset, which also depends on the type of asset, and its position in the world in terms of importance, and likelihood of being seen and scrutinised by the player.
Sources
Google Docs. (2017). Poly Budgets 2017. [online] Available at: https://docs.google.com/spreadsheets/d/1xJmSuBZbdMOlIcdXmO9hu46GJ7-wIiWCclJwimIOJa4/edit#gid=0 [Accessed 16 Dec. 2017].
Epic Games. (2017). Marketplace Submission Guidelines[online] Available at: http://help.epicgames.com/customer/en/portal/articles/2592186-marketplace-submission-guidelines-preparing-your-assets#Submission Requirements [Accessed 16 Nov. 2017].
Nelva, G. (2014). inFAMOUS: Second Son's Characters are 120,000 Polygons; 11 Million Rendered Regularly by the Engine. [online] DualShockers. Available at: https://www.dualshockers.com/infamous-second-sons-characters-are-120000-polygons-11-million-rendered-regularly-by-the-engine/ [Accessed 24 Nov. 2017].