This is my second model. For the most part (aside from a few tweaks which must still be made) the geometry is complete. I started UV mapping the model, and before the end of the week I'll have the UV data uploaded to Marmoset, and at the point begin creating normal and texture maps. But I have some questions regarding different methods that I felt needed to be asked before moving further with this model.
The aircraft itself features several port windows, lots of riveting, and lots of metal seams. My plan is to model these details separately, then float them over the main geometry, before baking into a normal map. I'd like to know if this is a smart approach, or if there exist better methods.
I avoided using any edge weights, opting instead for extra edges to create those harder edges and corners. I went this route because I read claims by others saying that edge weighting can lead to issues down the line with animating, and normal map baking. I'd like to know if there is any truth to this. Employing edge weights would probably have saved me some modeling time.
Any and all additional critiques are welcome and will be appreciated.