It'd be really cool if you guys included upon export a functional (as in animator friendly...) low poly (5k or less) cage mesh that somewhat accurately conforms to the high poly mesh. I mean, as far as my tests have gone, you can very easily get a way with baking the normals from the individual toes of the high poly mesh into a low poly boot-like (no toes) mesh and as a result, trick the untrained eye of the less informed viewer into thinking there's actual toes on the mesh...when, indeed, there really isn't.
Just a thought that I think might further take out some of the redundancies in humanoid game character development...which is the entire point of this project right?
Removing redundancies?
It would have to be a low poly mesh that sits in the middle ground for most games...
Hmmm, this is right of the top of my head, but the convincible camera distance for most up-close details in games (down to the nails) would probably be 5 feet/0.3 meters as a middle ground....So the number of polys of the low poly mesh would have to reflect that distance in order for it to be feasible/usable in any game.