Been studying other game's of recent for workflow ideas on my own shit. Anyone got a clue as to why the main walls of this building from the TLOU1 remake have so many subdivides? Only thing I can guess is either it's for UV shenanigans, or they just mandate a general standarized texel size on every texture being used.
On that note, I don't even know how you decide what size your standard quad size should be in a game, so you can make everything else around it consistent in that regards so there's no obvious low-poly portion of an environment sticking out like a sore thumb, or overly stretched texture. Least as far as the ground goes, it's looking like half a meter for anything not subdivided.