Exeat i'll leave you to figure out what i mean by that... i'm not exactly in the mood to explain the principals and effects of that aspect of modeling.
and its a good point to remember, that just because you can use that many polygons doesn't mean you have to or should.
i've said time and time again over the past 3years over all of the DBS forums that modeling for a game not even half of the work is creating the actual mesh or texture ... more of it is actually understanding and figuring out how you'll go about creating them.
it's never a case of just drawing something and modeling it from start to finish not thinking about anything, as every step of the mesh's development you have to know what you're creating it for.
i mean for example most standard 3D Engines can handle around 1,000,000 polygons right?
but can they handle 1,000,000 Triangle Mesh?
can they handle 1,000,000 polygons textured?
can they handle 1,000,000 polygons animated?
or even animated and textured?
from start to finish a good modeler understands atleast roughly the limitations he is working towards, not for just what the engine can handle in a single instance, but what it can handle for the number of instances that will be shown and with the graphics/effects you want to put with this model. And ontop of the other game aspects.
just as much effort should be focused on how you'll go about making the model as into making the actual model. and you'll find you turn out better and better work as a result too
Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?