You can manually specify the amount of polygon reduction and the screen size on which the lod will kick in. Yes, I'm pretty sure its the best way for non deforming objects :)
Okay, I solved the problem, I simply did not know the right command. I kept using separate UVs instead of polygons > cut UV edges. Thanks for the help.
You'll need to convert the smooth mesh preview into a "real" mesh before baking and your low poly shouldn't be in smooth preview. Modify>Convert>Smooth Mesh Preview to Polygons.
The second half of Rick Stirling's "How many Polys in a piece of string" essay covers this to some degree. http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/
Your TV is too high poly, you have to many polygons on your TV. If it is a game prop then use a directX shader like xoliul shader not render from max...
That's exactly the treat I mentioned...couldn't find it, though ;) But as I said, you'll loose the new ePoly features introduced in 2011, for example Ring/Loop Selection for Polygons/Vertices.
here are the final screens ds resolution full beauty 1100 triangulated polygons 2 128² and one 256² texture with some free space for additional cars comments please
Particle effects, usually simple flat textures on quad polygons, drawn always facing the camera, usually with an additive material so that they "glow" when sorted on top of each other.
The model could be as large as you want if the work is ok, remeber, the high level of detail is for the local map, a lower polygon model is for the game with the skin with high details on it Just try it!
the very definition of lscm means that it will try to unwrap a group of polygons with the least amount of stretching, no unwrapping can defy the laws of surfaces. you point out splits, it does the rest.