It should be triangle count Gab.
That's what I said, isn't it?
For games, the polycount is the number of triangles.
Ok nm.. I see how you can misinterpret that. I wrote it ambiguously, so apologies, but I believe OverDozing understood it how I meant it.
Somehow, I put my limit to 3000 poly, do you think I should reduce my quota for the next models? if so, what should be my limit for such models ?
I think setting a polycount and then making a model to fit it is probably the wrong order TBH. I do think Blitz3D will struggle with higher poly models, but if you're only gonna have one or two on screen ( like in my game, Bowling Babes ) then it's fine. But don't make it 3,000 polys just because you CAN. Make it 3,000 poly's because you NEED to. Your model just doesn't have enough detail to warrant it. You could very easily make that model in 1,500 polys and with work, maybe 1,000. Have a clear idea of how much detail you're going to model and how much is going to be done with the texture, and then make a polycount. If you're making a character where you're going to model a utility belt, backpack, perhaps some complicated armour, those kind of things need extra polys. Same thing if you're going to model muscle definition, but you haven't really done any of that ( with the exception of the torn out ribcage which would almost certainly look as good just textured that way.
Hope it's of some help anyway, and sorry if I was confusing with my amibiguous comment about the polycount. All I meant was that when people use the term "polycount" with regard to game models, they are referring to the number of triangles, because it's always the triangles that count.