Thanks for the help. I have enough info to get them started.

The prefab tool:
http://www.closier.nl/prefab/
is exactly what I needed. I'll send them the link and tell them to
make the model look good in there.

My buddy told me about seeing the away3d presentation at Max.
Otherwise I would have built it in pv3.

Thanks again,
-K



On Nov 28, 11:44 am, Jerome <[email protected]> wrote:
> "Is there a certain terminology I should use when communicating with
> the client when describing how they need to optimize?"
>
> This model can probably be cut to 1/10th of the polys. For real-time
> engines, you need to tell them to model as if this was going into a
> low-end game engine (think Wii not xbox.) What I always say is not to
> reduce the poly count of a high-res model. Just model from scratch
> using the least polygons possible and bake details into textures. One
> nice tool to integrate into the pipeline is PreFab. The modelers can
> use it to test their models in the Away3D engine and see how they will
> look and perform. They can even tweak UV mapping, bake shadows, etc.
> Prefab is brilliant and will save you a lot of time!
>
> Using normal maps will help with curved/organic objects. If you are
> not familiar with them, normal maps are rendered using a high-res
> model and then applied to a low res-version. The data is used to
> calculate shading and makes the object look high-res and smooth the
> sharp edges of low triangle model. There are demos of using normal-
> maps in Away3D in the source code, they do impact performance.
>
> If you still need high poly count, then you should look at Unity, at
> least until next year when molehill is released.
>
> ath.
>
> Jerome.

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