So I guess the question that I have the most is when is the right time to decimate a model if you intent to put it in to UDK. I mean decimated models look great for the polycount. However for characters this is not an option because the bending of joints on rigged characters looks terrible. Also getting a good unwrap on a decimated objects is difficult. So I ask when is the appropriate situation, and correct implementation of decimated characters in UDK.
Replies
Maybe look into using zremesher with guides to generated the base for your low poly.
He used Decimation Master for the stone floor. In my personal experience the edge flow is often horrible without tweaking.
Rocks, trees, and war beaten armor. All of these things actually look better with random imperfections. Do you guys agree?