coming soon... (maybe blendswap instead?)
The helmet is pretty low poly, since i like to model with active subsurf, so curves can be modelled with minimal vertex count. But the mask has a more complex topology with sharp areas as well as smooth ones, and hence i could either go highpoly there in order to follow the rule of quads-only, or use edge crease values (image 3). But MH does not i/o edge crease. My plan is to store the respective vertices in the delete-group. The user then would have to import the model into blender, select the grouped vertices and apply a crease weight manually. That's why i like the idea of instead post the ready rigged model at blendswap. Any suggestions?