Hmm, interesting idea Raft:).
I agree with you.
If you have an FPS, or an RPG(and others, naturally), where there are a lot of players on the screen, ~5,000 polygons each is a little harsh.
Not that I would use that many - but Unreal Tournament, and Warcraft use this as the upper limit.
In these games, players are very rarely close to the camera, but it does happen often enough to nessesitate the need for some reasonable detail.
I am sure there are other options though, and, you're correct, I don't need to look into this now - I just have some free time, and a bit of curiosity:).
Oh! This is the wrong place to put this, but: I will have some screenshots soon Egon:). I am working on a female model for my test map(volcano pit).
Many apologies for the delay. I have been working non-stop on this project. Things just take a little longer than I anticipated.
I am VERY glad I did the skeletal animation. Ive tested it roughly, but I suggest you let me test it a little more with a better model, before you consider it, Raft;).