There's no other way I can make this concept fly.
Negative. A simple )( structure with the orb on top can be textured and normal-mapped to achieve a similar result. Having that many itty bitty triangles in such a small space is simply asking for trouble.
Hmmm, I wonder, does the engine start to confuse the placement of those vertices, because of low error margins, or what have you? Didn't thought of that. About your idea, yeah, of course that also works. Tomorrow I'll give it a try. But something else came to my mind, and I have a question that I should probably ask elsewhere, but why not:
In Doom3, one of the biggest achievements of those guys were to make 2-10k models seem as if they were 100k. How did they do this? They made 2 models. The first with the 100k polys, and the other with the +-5k (or something). Then a program would calculate the difference and, here's the magic, would render a normals map that emulated the former. So I ask here, does this kind of thing exist for the common people, or is it still something hidden in the higher levels of the illuminati?
Yes, you see where I wanted to go here. And yes, I'm lazy
