Well, I like running Heroes on my old laptop, and in theory, I would like to run it on my Android phone as well. Plus, we don't know how the game will react if we overload it. Therefore, I think it's better to keep the models around a decent 10k polygons (considering that in the original game they range from about 2 to 7k). 10k is, by the way, a standard for modern mobile games. In principle, the models from Heroes 7 are already in that polygon range, so they don't require additional retopology. (although for the global map, it makes sense to use LODs, in Heroes 7 they are available for most models and can be generated with just two clicks).
But here's the question, if a two-sided modifier multiplies the polygons, then instead of a harmless 10-12k, we get 20-25k, which, I agree, is not very good considering that the game engine was originally designed for models with 3k.
But even here, the problem is easily solved. You can simply separate the elements of the model that should be two-sided into a separate mesh and apply a material with a two-sided modifier only to this mesh in the game.
You can simply separate the elements of the model that should be two-sided into a separate mesh and apply a material with a two-sided modifier only to this mesh in the game.
[Модификация]Phoenix Vision - Комплексное модифицирование визуального аспекта игры.
[Модификация]UNIT-Баланс существ + визуальные изменения.
[Модификация]NewTransformUndead-Таблица поднятия нежити.
[Модификация]VisualFix-Устрание визуальных багов.
Карты для Heroes V 3.1:
[Карта][1x1]The Last Stand - Дуэльная карта финальных битв
Группа VK:
https://vk.com/club176978884