Piyush Arora , I think you misunderstood what I was saying, I meant you don’t have any complex models which would go into the million+ poly count, like a humans/animals they have lots of curves, etc… this is the type of stuff that leads to crazy poly counts.
This is what I was trying to get at:
If you take the robotic arm for example, it can be real complex and the poly count can go crazy if people go overboard with details and aren’t careful about keeping sub divisions in meshes down to a minimum.
WHAT NOT TO DO: So in the bad example these cylinders have 20-30 times more subdivisions in the mesh then you would ever need, lots of tiny curved cylinders everywhere which themselves have a crazy amount of subdivisions as well, way too much detail
I don’t see any perfect circles anywhere, each cylinder has just enough subdivisions to be seen as “round”, details are extremely minimal, mesh’s like that should be easy to run in webgl, I would say you could even take that and dumb it down further.
Even though that robotic arm may seem “complex” , this type of modeling is actually by far the easiest to do. In the robotic arm we’d only be using 2 basic shapes (cylinders and rectangles) and modifying them by pushing and pulling edges, faces, and vertices. That’s stuff someone can learn by doing 1 day of tutorials.
IDEA: there are so many 3d modeling forums out there, could potentially make some posts on there to bring people into the project, you’re idea is really good so I’m sure it’d be easy to get people in to do work which doesn’t require a crazy time commitment