I'll say this: unless there's something that already flies how you want in Unreal Tournament 3, or an example elsewhere, it won't be easy. How will it handle?
Hey jfitch, thanks for replying. The accessory meshes do need to deform on their own, for example the feathers on the mask mesh will be boned and bending as part of the animation.
on the other hand for example in Rhino or Moi3d projecting splines on NURBS or do some complex boolean stuff is a dream - no poly modeler comes close to that.
thanks for the links and example, CrazyButcher. :) another question for ya, Ninjas...did u guys use Unity for the dev, or program it with your own tools?