Okay solved the issue. I gave the projection cage's push-amount one tiny click upwards and they dissapeared. It had nothin to do with overlapping issues but seemed more like a glitch. Over and out...blip...blip...
Because the current model is in accordance with the CG standard to solve the production, the number is too high, can not be used in the engine, which is a pity. But I'll give you a whole new concept of animation, which will be a prelude to the future of the game.
Don't really get what you want, but just overlap them slightly for a bit of safe zone? Also, if you know the camera FoV angle, a bit of trigonometry maths can help you solve this easily.
Armor blocking progress. Curently it looks too heavy, i guess.... gonna tone this down and wont use this heavy chainmail as polys (only some links maybe) smart texturing can solve this problem also.
Ah, thank man. I'll give that a go and see if it works. For now I just went back into max and duplicated/inverted the mesh, which solved it. That means no transmission though, so I'll look into it some more :)
Thanks guys! Thanks for the suggestion Nick, I'll add some rounded details that I think will solve the issue of unbroken hard lines, I'm also adding a cable that will be on the outside of the forearm that will add a lot of nice form.
The main issue with the hands right now is the proportions of the fingers vs the palm. The fingers are way too short. I'd solve this by making the palm smaller (less long). I feel your forearm is also on the long side.
Many people don't like him because apparently he is a sexist, but too bad they're blind at his good points, stupid people. http://www.escapistmagazine.com/videos/view/jimquisition/3150-Solving-the-Sexism-Situation
Looks like a sorting problem. Not sure how UDK handles this, but typically to solve this you'll want to force the renderer to draw the triangles in the order you want. Try disabling Z-write and/or Z-read in your materials.
A few years ago there was a bug when using Vol Select in vertex mode, where it would randomly select solitary vertices at full strength. This was for a pre-rendered animation. Solved it by adding a Relax on top. Not sure if that helps or not.