Quote: "Quake3 character - between 900 and 1000 polys
Halflife character - between 1000 and 2000 polys
Doom3 character - about 5000 polys
Halflife2 character - up to 10000 polys (listed as 10 times the capability of HalfLife)"
Quake3 uses LOD Models:
Low - 500 : Med - 750 : High - 1000
Half-Life:
Large Group Monsters - upto 350 (headcrabs, screamers, baracles, baby crabs)
Small Group Monsters - upto 1000 (Zombies, Military, Scientists)
Single Monsters - upto 2500 (Gargantua, Bosses)
Doom3: Again uses LOD but this time in-engine
General Monsters : 1,500-2,000 (Imp / Zombies / Helldog)
Special Monsters : 2,000-2,500 (Cacodemon, Skeleton dudes i forget the name of)
Bosses : 4,000 (self descriptive)
Half-Life 2 : This uses different mesh densities depending on the the Model level.
Low - upto 2,500
Medium - upto 5,000
High - upto 8,000
When developing games the polycounts rely very heavily on alot of factors. You have to take from your 'pool', however you have to adjust your pool depending on other factors.
I'll explain this later with some code to show what I mean in a practical sense.