Speaking the power fist (as a part of character model), It will cause a bug when animated. So such type of optimization should be used very carefully. One triangle economy do not worth possible bugs.
I guessed that it would - currently every vertex is triangulated on all sides, but just thought I should check, as it would have saved about 20-30 triangles on the mega fist.
[...] I think you should add more green lines/dots on mega powerfist, because I doubt difference will be visible at normal scale.
A good point. I've got no easy way of testing it at "game scale", so initially went with "as close as possible to the original model" - but it would be very easy to add some extra larger green light patches on it.
It's also probable that they're unnecessarily high-poly considering their in-game size. If you imagine they'd only be a handful of pixels big, they could be further optimised. How different would these look at game scale, I wonder :
Note that the two lower ones only have one point to bend at the knuckle, so might not be riggable, depending on how the skeleton is.
[...][...]Also, there is thumb indeed, so how is it planned to make it fit to right hand/left hand? If it isn't planned, maybe making similar fingers would be good?
The models are all left hand, as that's what both the original graphic was, and what Karpov's hand model was - though it's quite likely in game that they'd all be right handed. Anyway, is a simple matter of flipping the model along X axis.