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For game developers

How Many Triangles Is Low Poly? Budgets From 518 Game Assets

There is no fixed limit, but there are clear ranges. We measured 518 low-poly game assets: most props land between 300 and 1,200 triangles. Here is the full breakdown.

By the Premade3D studio team · · Updated · 5 min read

Low poly coastal fortress on a Mediterranean island, a scene from the Saltlight Isles game asset world

Short answer: there is no official cut-off, but a low-poly game asset usually sits in the hundreds of triangles, not the thousands. Across the 518 low-poly assets in our own catalog, the median is 651 triangles and 80% fall between 248 and 2,562. Small props cluster around 500, furniture around 1,000, and big building pieces and vehicles go higher.

Below is the full breakdown by asset type, what a whole kit or world adds up to, and how to set a budget for your own game.

Low poly farmhouse bookshelf with books in mixed heights, 796 triangles
A farmhouse bookshelf filled with books: 796 triangles, one shared gradient-atlas material.

Triangle budgets by asset type

We took every single low-poly asset in our game collections (Hearth & Hollow, the four Saltlight collections and the four Larkspur collections) and grouped the triangle count listed on each product page by asset type. The range below is the 10th to 90th percentile, so it shows what is typical rather than the extremes.

Asset type Assets Typical range (triangles) Median
Props (barrels, tools, tableware, crates) 134 322 to 1,196 513
Nature (trees, rocks, plants) 142 240 to 2,102 496
Architecture and modules 179 200 to 4,414 620
Furniture 39 354 to 2,086 1,046
Lights (lanterns, lamps, braziers) 11 396 to 1,502 698
Vehicles (carts, boats, wagons) 13 678 to 2,632 1,928
All low-poly assets 518 248 to 2,562 651

Source: triangle counts published on Premade3D product pages, October 2026. Counts are for one copy of each asset.

Why architecture has the widest range

Architecture covers two very different things. A single wall or fence segment on a 2 m grid can be a couple of hundred triangles, while a finished building with a roof, chimney and window frames runs into the thousands. If you build levels from modular pieces, budget per piece; if you place whole buildings, budget per building. Our guide to low poly buildings for village and town levels measures both modular pieces and finished houses.

Nature is similar: a small rock or tuft of grass costs very little, but a large tree with a layered canopy is one of the heavier objects in a low-poly scene. For measured counts of individual trees, rocks and plants, see low poly trees, rocks and nature props for game environments.

Vehicles have the highest median in the table because wheels, axles and bodies are separate parts that each need a clean outline. Our guide to low poly cars for games shows where those triangles go.

What a whole kit or world adds up to

Single assets are only half the picture. Here is what complete sets cost, counting one copy of every distinct asset:

  • Tavern Bar Kit (11 assets: kegs, barrels, counters, shelves, drinkware): 10,568 triangles.
  • Saltlight Isles World (219 distinct assets): 240,615 triangles.
  • Larkspur Vale World (242 distinct assets): 279,458 triangles.
Saltlight Isles, a soft low-poly Mediterranean island world
Saltlight Isles: 219 distinct low-poly assets, 240,615 triangles for one copy of each.

In other words, an entire library of more than 200 distinct low-poly objects stays under 300,000 triangles before you start placing copies. The real cost in a level comes from how many copies you place and how many materials they use, which is why instancing and shared materials matter as much as the triangle count itself. For how one modular kit fits together piece by piece, see building a sci-fi environment.

How to set your own triangle budget

1. Start from screen size

An object that fills a quarter of the screen needs a clean silhouette; a cup on a distant shelf does not. Spend triangles on the things the camera sees large and often, and keep background clutter near the bottom of the ranges above.

2. Protect the silhouette, not the surface

Low-poly style reads through outline and color, not surface detail. Bevels on edges that face the camera are worth it; extra loops on flat faces are not.

3. Count materials as well as triangles

Every extra material can mean another draw call. Our Saltlight and Larkspur assets all share one 512 px gradient atlas, so a whole collection can render with a single material. Our texture atlas explainer shows how that works cell by cell. That usually saves more performance than shaving a few hundred triangles off a model.

4. Keep collision separate and simpler

Physics does not need your render mesh. Our Saltlight and Larkspur assets include a simple collision proxy mesh, a much lower shape that you hide or convert to a collider on import. Scale, pivots and LODs are covered in our game-ready 3D models checklist.

5. Decide per platform

Mobile and standalone VR are the tightest targets, so stay near the medians and reuse assets heavily. On desktop you have more room, but a consistent budget keeps the art style coherent, which matters as much as frame rate.

Low poly vs realtime vs studio detail

Low poly is a style as much as a number, as our comparison of stylized vs low poly vs realistic versions of one chair shows. For comparison, our photoreal assets ship in two profiles: a Realtime profile for engines and a Studio profile for close-up renders. Across 496 Realtime-profile assets the median is 3,483 triangles, roughly five times a typical low-poly prop. Studio profiles go much higher; the Linden House Two-Seat Sofa, for example, is 52,800 triangles in Realtime and 238,944 in Studio. At that level much of the surface detail comes from PBR texture maps rather than geometry; our wood textures for 3D interiors guide compares seamless oak, walnut and teak materials with their real-world coverage.

Quick reference

  • Small prop: about 300 to 1,200 triangles.
  • Furniture: about 350 to 2,100 triangles.
  • Tree or large rock: up to about 2,100 triangles.
  • Modular wall or floor piece: a few hundred triangles.
  • Complete building or vehicle: about 700 to 4,500 triangles.
  • Whole kit of about 10 assets: around 10,000 triangles.

Common questions

Is 10,000 triangles still low poly?

For a hero object that the player sees up close, it can be. For a background prop it is heavy: 90% of the low-poly assets we measured are under 2,562 triangles.

Triangles or polygons: which number should I use?

Use triangles. Game engines render triangles, and a four-sided face counts as two. Polygon counts from a modeling tool can understate the real cost by about half when the mesh is mostly quads. If you work in Blender, our guide to Blender models lists what else to check before you download one.

Does triangle count still matter on modern hardware?

Less than it used to on its own, but it adds up across hundreds of placed objects, shadows and reflections. Draw calls, materials and overdraw usually matter more, which is why shared atlases and simple collision meshes are part of a low-poly budget too.

Browse the game asset collections to see the triangle count on every product page before you buy.

Assets in this guide