Rigging/Skinning a High poly game Character

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  08 August 2014
Rigging/Skinning a High poly game Character

I want to first point out that I have basically no experience when it comes to making models for games, all the characters I've done so far have been for movies. I'm asking here because there is basically no info for this on the net.

So I've made a character that is over 35,000 polygons and, I've modeled the head, torso, legs, etc. individually and applied textures individually, and after that attached them together into one mesh where every texture inside has a unique map channel, so everything is in the right place and works great. Because my understanding is that it's better if everything is in one mesh for the character in a game.

So I've made the rig, bones, IK, etc. and now it's time to apply it to the mesh to the Skin modifier in 3dsmax and of course I remember that this isn't how I did for movie stuff. For movies, everything was modeled in low poly first and I apply skin modifier, adjust it and then subdivide the model(TurboSmooth) to make it look finer and smoother.

So now, do I have to go through this painstaking process of adjusting the skin vertices through the whole high poly model or are there any other (easier) methods that can be applied? Because it seems to make the rig somewhat slow aswell. I tried making a low poly model and apply that with skin wrap modifier to the original model, but the results were not very good.
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