Low Poly is a waste of time and creativity.
I?m now running 10 x 40,000 poly figures fully animated and vertex blended at 20+fps on as low a spec as an Nvidia 5200 using directx. All with full game play character smarts, collision detection, gravity / physics effects (none of which effect graphics performance anyway much) and special effects, and networked with 4 co-players with a 150,000 poly scenery figure models with 1000x1000 plus textures and the background with 3000x3000 plus.
Keep in mind the Nvidia 5200 is 10 x slower than the 6800 and 20x + slower than the 7800, ps3 and xbox 360.
This means WHAT DOES LOW POLY MATTER!
It's a waste of development effort and stifles creativity. Hasn?t anyone in this forum heard of MOORE?S LAW?
Admittedly it is my own code not some stupid inefficient engine. SKINNING ? what the heck is that where you want to get a chicken without skin? It's soooo inefficient and over complex ? tip for the month use geometry blending 1 level only (any more may be inefficient and is unecessary anyway should apply vertex weights for smoothness) and animate materials using transform.world and joints transform.world1 ? I shouldn?t be telling you this secret you don?t deserve my love. It's like the time when I was younger when I discovered how to unchain the 256 colour VGA mode 14 years ago to allow for paging in the only colour mode over 16 colours and shared it with everyone ? no thanks then and will get no thanks now just more gutter sniping from the inexperienced.
Tip - start designing larger models - low poly will mean nothing if the coders are any good in a couple of years. Although, that assumes good coders who don't have to rely on inefficient engines???