I really like the barrel. Is it a displacement map for when the metal bands have more dimension? Also I was always told not to have many edges share one vertex. I know that mudbox doesn't take models in with that. Maybe if it is important, edit that part n_n
@Cloudydays : Thank you. So even on the low poly model I have to do clean mesh? What about meshes like below?Yeah something like that is not optimal and you could have better edge loop flow to deal with a shape like that. It's a matter of thinking of different ways to approach making different shapes when you're modeling. So for a shape like this, while it's not exactly the shape you have, I would approach it with a basic pipe shape and take it from there like this:If you're going for a nut & bolt/divet look you could consider breaking it down into two different pieces - the rounder bolt piece and the flat piece and then combining them. But do you notice how the 4 vertices on the outermost edges of your shape have a lot of edges connecting at them? It makes for poor topology/edge loops. I obviously used more polys than necessary in my example but you can see that I have better edge loops making for cleaner topology. Again - it's not the shape that you have but it's a good start for one.
@Cloudydays : Thank you. So even on the low poly model I have to do clean mesh? What about meshes like below?