Would attaching the object to another mesh And then deleting the other meshs original polygons fix it? It'd break a morph target iirc so must affect vertex ordering somehow
im mostly concerned about the large amounts of alpha on the ground tiles. Where the iphone falls down isnt the polycount it is the fillrate. whats your target iphone generation. 3gs?
BigErn, for tweak, make sure you have "Click drag select' checked in your selection preferences? Haven't noticed any changes with the Target Weld, seems to work as usual.
Depends on the target hardware though. Normal maps are sometimes better for a mobile game than a high vertex count. A nice example of what's possible. http://karolmiklas.com/gallery_2.html
sketched hair and cape btw.. my target is desktop videogame, so im not sure if i'm gonna use separate polygon hair or one mesh for the whole head and hair..
Yeah, I think they are trying to blur the lines, between console and PC. I think that's where people have having issues with understanding the 'target', because they are use to have that division ;)
Regarding the hair, the polycount wiki might help you out: http://wiki.polycount.com/HairTechnique Especially this one: http://wiki.polycount.com/HairTechnique?action=AttachFile&do=view&target=squirrelyjones_fur.pdf
So that's a target of 256 pixels of texture across a distance of 1 meter in the game. Measure a branch with leaves on it. If the branch is about a meter long, then it should be 256 pixels long. Simple.
The target of the editor is C:\UDK\UDK-2010-02\Binaries\UDKLift.exe editor or go Start> All Programs> Unreal Development Kit> UDK version> UDK Hope that helps :)
This depends on a lot of context. Target spec, art style, game perspective, personal skill, delivery / revision process... there's no way to give a simple answer. It could be days, weeks, or months.