Fendorin wrote:But all general tutorial i read is trying to reduce the number of polycount
You're reading BAD tutorials...
You see, at the beginning of the 3D gaming revolution, around 1997, videocards did NOT deal with geometry.
Back in those days, so-called "3D accelerated videocards" only accelerated the raster operation --i.e. texture
mapping --i.e.: "painting" the 3D models. All the geometry transformations had to be computed by the main
processor, the CPU, at each frame, AND sent to the videocard, at each frame. So, it was imperative to keep
the polygon count low.
By 1998 or 1999, can't remember exactly, the first videocard with geometry ("T&L", or "Transform and Lighting")
came out. That change immediately multiplied the number of polygons games could show. And the number has
been increasing steadily since then. Polygon count is no longer a concern, almost.
But for some reason, there are gazillions of morons out there living in the past and trying to reduce poly count,
and advising others to do the same. It's insane. Those people are completely insane. They can't adjust to a
changing paradigm. They stick to the same mode of thinking and no amount of reasoning can persuade them
that things have changed.
Details with texture and normal map as 50% as Meshes
Don't understand.
I read somwhere the meshes in VS have to be triangulate for working well.
Nope. Probably some very old writing.
Actually, I used to believe this. Long story. The fact of the matter is it never proved necessary.
But even if it WAS necessary, you can tell the OBJ exporter to triangulate ***on export***. You don't have to
triangulate your blender model, and shouldn't do so. It becomes impossible to work with.