High poly should be fully smooth. In real life there's no such thing as a "hard edge", there's always a transition. High poly models should be made to replicate that.
Wow! Thanks for the reply mate, that's a really clean result. I will try to replicate this and will have a read through that thread. Thanks very much. Rob
Great suggestions! I'll start looking for some resources now and also work on replicating what I see, but breaking them down as you suggested! :) Thanks!
@Skumtron: There is a high level layer with support for object replication and RPC calls. That is a built on a transport and session layer with support for Steam, PSN and Xbox Live