Until now, we have spent our time developing a good, clean model without worrying too much about the polygon count. That’s about to change—in this chapter, we will be removing a lot of the details you have sculpted into Kila so far. Try not to think of this step as destroying all your hard work, however. What you’ve accomplished so far is to create a character that is complete and has all the embellishment it needs to have. With all these details in place, we can now make informed decisions about the places from which we can remove those details. That’s what optimization is all about.
You will find as you gain more experience in modeling game characters that the optimization ...