when you look at the intro charactors, you see facial articulation, a few dozen bones aren't really that much of a big deal to get a mech walking. I've done some experimenting with mechs aswell, so its good to see Im not alone (did see a mech pak, that was really good). if you want your detail back, start looking at texturing fake detail, if any surface has an indented shape (your lower legs look like they do) then you can just paint a texture to fake that and regain a few faces, do that al over the model and you can save a large amount.
also, it looks like you might have columns for your pistons, if you've got more than about 10 triangulated faces for the outer surface (not including caps), you can probaly afford to cut back, and for those tiny tow pistons, they could go down to 6 tri faces for the outer surfce, as they're tiny details..
don't know if you know this already, but you need soft/harden normal node(s) on the object before you export it from maya (this is obvious on the model). completly planar faces still usually show an edge, put it on 5 degrees and all flat faces will stay that way.
great work though. (Im going to be very busy next semster making war vehicles - cant wait)
also, it looks like you might have columns for your pistons, if you've got more than about 10 triangulated faces for the outer surface (not including caps), you can probaly afford to cut back, and for those tiny tow pistons, they could go down to 6 tri faces for the outer surfce, as they're tiny details..
don't know if you know this already, but you need soft/harden normal node(s) on the object before you export it from maya (this is obvious on the model). completly planar faces still usually show an edge, put it on 5 degrees and all flat faces will stay that way.
great work though. (Im going to be very busy next semster making war vehicles - cant wait)