Quote: "What is the typical limb count for an object? "
thats a relative question pertaining to the objects usage and the game style
dont forget about the root limb
Quote: "How many limbs do character objects tend to have? "
a simple limbed sequence for a humanoid might look like this
head
chest
arm L
forearm L
hand L
arm R
forearm R
hand R
thigh L
thigh R
shin L
shin R
foot L
foot R
completely limbed characters will have visible limb tears along where the two 3d objects over lap.
this does not apply if the limbs do not overlap organically like robots or non organic objects and technology.
partially limbed characters might have limbs but hidden from view.
eg legs not attached to barbarian with kilt hiding the unattached legs but still positioned in correct anatomy position.
limbed objects or non organic objects are best for limbs, that rule of thumb can be broken however at times.
limbed buildings can be exploded into the limb chunks or collapsed onto each other in an animation.
Its relative to what the game is going to be like, in regards to the technology it wants to deploy as well as the game play.
Quote: " How many limbs to world objects tend to have?"
always best to reduce when not required.
save your final model with all the bells and whistles in the native format.
collapse all the limbs except the animated ones.
export the model.
dont save the collapsed . discard that save,
this saved your workfile with all its limbs in case you need to re edit limb collapsing.
skyscrapers are basically cubes as much as buildings you cant enter with might only have one limb per chunk, unit, or building.
If you want solid evidence on your computer for fps and polygon amounts plus limb amounts etc..
PSUEDO CODE
make a file called limb fps tester
create two loops to create a 2d equally horizontal and vertical layout array of 3d cubes.
pull the camera back to see it
make a sphere limb to each of the 3d cubes in the 2d array
distort the sphere ring with scale so each one is different.
rotate the limbs on each cube in the array
repeat until all the cubes in the array have multiple stretched spheres
limb connected child to child to child etc..
print the screen fps as well as the polygon count
future 3d modeling for games with heavy physics
'
limb 3d objects in the future like buildings when we all have radical physics cards will be made of basic building elements. brick for brick.
modeling in the future might be crazy as building one brick and instancing it thousands of times,
this allows the tank to blast your current position and the whole wall starts to crumble while bricks fly as you do too :)
It would not hurt any 3d modeler to have a stock of 3d objects in this regard for future map making.