As a hobbyist game developer I typically take the route of purchasing 3D stock art assets. However, recently with the purchase of a very large model I've a number of problems:
1) For some reason parts of the model appear to flicker when rendered in game. This is visible in the following video (look at the bottom right of the large ship model):
What causes this and can it be fixed with basic model editors (blender)?
2) The ship's high poly count (747,767 tris) causes my game to slow to a crawl on lesser hardware. I think it's purely the high poly count that causes the framerate lag, since even when I disable physics on the model and use a very basic shader it's still lags. While my desktop rig can play the game just fine, my laptop chokes badly on the framerate to the point of being unplayable.
The ship is this one:
http://www.turbosquid.com/FullPreview/Index.cfm/ID/577841
The writeup seems to suggest I can reduce the level of detail by not drawing submeshes, but perhaps I could somehow get the best of both worlds with some kind of level of detail throttling based on computer capabilities (my desktop CAN handle the higher detail)?
I ran some checks on the model, it has "non-manifold" elements, that wouldn't cause the flickering issue would it?