leileilol-
Any form of subsurf isn't really feasible for games in general anyway.
i agree that this technique wouldn't work for general game modelling, because once subsurfing is applied it results in smooth, blob shaped meshes. it was perfect for this particular model though, because the smooth look was what i was aiming for.
I usually model my highest poly model first, uvmap that, complete that with animation then duplicate the mesh into another layer and go on a quest of edgering collapsing.
interesting. i'd been wondering if a uvmap from a detailed model could be used on a less detailed model. your technique makes sense, the vertices left after collapsing would still connect the uvmap to the newer, simpler model.
thanks for that. :-)
kit89-
i've used poly reducer before, but not mesh cleaner. i'll have a look at that, thanks for the tip.
white haired boy.