Faces are not Triangles.There should be a piece of text near that counter that says “Tris: XAmount” next to it though.
Also, if you export it like that as 1 object, you can only apply 1 color unless you textured it. So, go to edit mode, use Ctrl+A to select all the vertices, then press “P” and a menu will pop up. Find the choice that says “By Material”. This will separate it into parts based on the material/color given to the part.
Then, when you’re exporting, on the left side of the screen should be a menu and near the bottom there’s a section of check boxes. One of them should connect to “Selection Only”. Make sure that is checked. Then select 1 mesh by right clicking, export it, then repeat for however many meshes you have.
It seems to me that the “V” on the eye piece has a majority of the triangles.
I would definitely look into reducing the triangle count of the V because that many triangles in such a small place is going to be extremely painful for pretty much any computer.
Check the amount of edges and vertices on your mesh to see if it’s lower than 10k. If you cannot reduce it, split the mesh and import it into two separate parts.
If you created the V with the Blender text tool, this would explain the high tri count. The blender text tool is great for renders however never practical for game assets.
Open a New window.
Click on a part in your 3d model
CTRL C
Then click your new window
CTRL V
Then export as a FBX then repeat this process till; all parts have been exported.
Thanks @XAXA for the little feature I didn’t know was there. Now I can make meshes in the correct scales instead of finDING an extremely sized mesh in the workspace.