I might have gone overboard detailing the 3D asset(s).
Scaling down to ~800 triangles shouldn't be too difficult. The mesh has not been optimized for the target hardware/engine yet anyways.
I guess the next step is to rig the mesh, but I wonder how animations will work. There's not enough processing power for full-blown bone weighting, there's not enough memory for vertex animation and slicing up the mesh into individual objects for each bone is just plain ugly.
I could also try to texture the mesh, but I have never done that before and knowing me it will take a truly ridiculous amount of time, so I'd rather not.
Scaling down to ~800 triangles shouldn't be too difficult. The mesh has not been optimized for the target hardware/engine yet anyways.
I guess the next step is to rig the mesh, but I wonder how animations will work. There's not enough processing power for full-blown bone weighting, there's not enough memory for vertex animation and slicing up the mesh into individual objects for each bone is just plain ugly.
I could also try to texture the mesh, but I have never done that before and knowing me it will take a truly ridiculous amount of time, so I'd rather not.