always go as low as possible, simplification in postprocessing is always possible but get back the detail isn’t. i will on what ever i scan go for the highest possible settings and reduce polycounts in 3rd party software according to my needs for the model. For a VFX/CGI/gameasset i need a very low polycount, best large quads and will project the details by normal maps, ambient occlusion and cavity maps, but for a 3d-print i look for a detailed mesh and skip the maps and textures. but both need the high poly in the beginning as normal and displacment maps are calculated based on the highpoly and baked onto the lowpoly.
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