Hi, thanks for reply. I am working on a 3d character model that will be used in a game made in a WME. I am new to WME, and i would like to know does it support normal maping on a 3d model.
Normal map is used for adding detials, like bumps and dents, using less poligons. I am sure someone on this forum knows what normal maps are.
Short answer is no. But if you know any HLSL, you can create custom shaders and include normal maps in there - though it's going to be a bit of a task since you'd have to calculate binormals and tangents yourself, since wintermute doesn't.
As for polycount, there's too many factors to consider. How crowded is the scene, how close are you to the character, shaders, texture maps, lights(?), etc. The easiest and probably most accurate way is to just benchmark it. See what you can get away with on your system or the expected system of your target audience.
Since this isn't really a 3d engine (there's absolutely no optimization - no LODs, etc.) it's probably safe to just aim as low as you can.