Thanks but don't forget that DBpro,which I use,does use the DirectX skinned-mesh,no limbs required/allowed.
About the polycount,that's very personal and engine/machine related...And a bit of logic too.
I have chosen to set up a 3k limit for all models I make except for sub-patches of course.
Some of my models are to be used in an OpenGL Engine designed for XenithsYore,a once promising DB game/engine able to handle md3 models under 3000 but it was ported out.
-its more efective to model low poly directly than to model high and then reduce
Yes,I used to repeat myself all the time around here about this very truth when I still was using Milkshape.
The logical part is the fact that my models won't make it into a game until I can effectively code a complete one,which could be a long time and have faster technology to handle triangles by the time my engine is done...I'm just being realist and I don't wish to use spheres like DG
Caught by the Fuzz,well I was,still on my buzz
In the back of the Van,with my,head in my hands