I'm just going to re-post:
Here is Henkka Art's Reply:
(I'm pretty sure it's cool to post this here, seeing as how he posted it in public, relevant to the game being as good as it can be on release and Henkka is one of their designers, and the embargo is lifted, right?:
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Ah, sorry. I sort of messed it up somehow. Here it is. Hopefully it gives some preliminary information about how to start the process of creating a 3D model:
Start with ~1000 triangles for buildings (can be fewer triangles if smaller building like a detached house - the fewer the better performance-wise), going up to 10K+ triangles for really big, monument sized buildings but don't go too far over 10K tris. LOD models need to be as few triangles as possible, maximum of 100. Keeping it below 100 tris guarantees it actually works. LOD model does not need to be textured but it needs to be UV-mapped. LOD filename should end with "LOD.fbx".
Textures required/supported:
- diffuse
- normal map
- specular (grayscale, 100% white is reflective glass windows)
- alpha (greyscale)
- colormask (grayscale, white colored areas mean they are affected by set variable colors - i.e. you want same roof color but different colored walls, make the colormask white on the wall areas of the building)
- illumination (grayscale, illumination color is taken from the diffuse map)
File format is FBX (usually with X-axis of the pivot, not the building itself, rotated 90 degrees due to Unity's coordinate system).
If you are creating buildings for zoned areas, keep them within the 4x4 cell size (one cell is 8m x 8m) - can be also smaller than such as 3x2 cells and so forth. Ploppaples can be obviously bigger but don't go overboard.
P.s. A triangle is a three-sided polygon and is the most accurate way to calculate polygons since a polygon in itself doesn't tell how many sides/corners there are and of how many triangles it is made of. Also, check that the models don't have any ngons (polygons with more than 4 sides/corners). Only use either triangles or quads.