Ok...
I've taken the current pb2 character, imported it into max, sewed the head onto the body, removed all animations, set it to the default (arms straight out, legs straight) pose, split the model down the middle for symetric modeling, fixed the visor a bit, and optimized the polygons a little in preparation for adding more detail for the high-poly character version.
I did this in anticipation of Jitspoe wanting to keep the original model (shapewise anyways) as the mid poly character. I'm planning, if approved, to take this model and cut more detail into it for the high-poly model, and chop polys off of it for the low-poly model.
Some quaestions are pending, of course:
1-Do we want to go the route above (easier) vs creating whole new low-mid-high poly characters. The current character really wouldn't be bad as a mid-poly character.
2-Are we planning three separate skeletons for the three LODs? (I would recommend at least two (one for high-poly, one to share between low and mid. Three would give us maximum flexability. One skeleton would make life hard.
3-How much detail do want on the hand(s) of the high-poly character. Detail for low and mid is pretty much already dictated by poly-count, but we can concentrate our additional polygons for the high-poly character wherever we wish. We can spread the additional polygons to better physical detail, more detailed mask, better looking dextarity in the hands/arms/legs/waste/neck/hands. I guess the hands are important in that fully animatable digits would eat up a crap load of polygons. The less fingers we have the more polygons we save for other places.
With the current character converted, sewn, adjusted, and split in half it only added 46 polygons to the old character (610 original, 656 after modifications). This leaves us around 500 to 700 polygons to add for the high-poly character. We just need to decide where we want them to go. The reason for my questions on the number of skeletons asked above is due to the complexity we could have in the highpoly version vs the more simplistic animations we will be constrained to in the low-mid characters.
w00p