well perhaps that was the case, but looking ar next gen assets, the poly counts are much higher.
But don't forget the way you construct stuff is different also. You have to build a high poly version to create a normal map.
you can then optimise the version that you have to bake the normal map on to, but if you take the polycount too low then the vertex shading starts to look poor anyway.
Look at the way noel has built the trash can for example with chamfered edges. if you didn't do this then when you subdivide you lose the form completely.
Try subdividing a cube in max with the cube on 1 seg for width , height , length and you will get a sphere. To avoid this you have to chamfer on the edges
But don't forget the way you construct stuff is different also. You have to build a high poly version to create a normal map.
you can then optimise the version that you have to bake the normal map on to, but if you take the polycount too low then the vertex shading starts to look poor anyway.
Look at the way noel has built the trash can for example with chamfered edges. if you didn't do this then when you subdivide you lose the form completely.
Try subdividing a cube in max with the cube on 1 seg for width , height , length and you will get a sphere. To avoid this you have to chamfer on the edges