No need to collapse it for rendering, just make sure if has enough subdivisions for rendering(there are 2 subdivision parameters, one for rendering and one for realtime)
models seem nice, but were they made for realtime rendering purposes? they appear to have no optimization at all, and level of blockiness seems really inconsistent.
So I decided to continue the work that I started in 2011 at cghub production challenge 1. The goal is to make a realtime model with maximum detalization. Comments and critics are welcome.
Hi guys, this was my last week project is inspired in Red Faction Guerrilla. Hope like it. -Still WIP- The Idea is make a realtime version for UE3 Used: XSI-ZBrush
realtime 3d here: http://hawken.dadako.com/skillset.3d.php?page=monkeybike (I couldn't do double sided polygons in director, so there are a lot of cloned bits with inverted normals.)