@RipperSplitter you have bake errors on a few areas of your mesh. See those super dark edges that seem to change based on your viewing angle? You need a proper smoothing pass and make sure your Low and High poly match up. Make sure you explode your mesh beforehand as well. Let me know if you are unsure of the process.
Look at the pistol a bit more critically, you have a few areas that fall short of capturing the actual flow and design of the gun. There are some areas where I can see into the gun as well, near the hammer and the barrel. Cap these areas off and make it look more real.
Your textures do indeed need work, however, I would focus on the model first before getting to texturing.
Post the model without textures, wireframes as well.
Replies
Final scene, I am currently in the process of adding this into the Unreal Engine.
@RipperSplitter you have bake errors on a few areas of your mesh. See those super dark edges that seem to change based on your viewing angle? You need a proper smoothing pass and make sure your Low and High poly match up. Make sure you explode your mesh beforehand as well. Let me know if you are unsure of the process.
Look at the pistol a bit more critically, you have a few areas that fall short of capturing the actual flow and design of the gun. There are some areas where I can see into the gun as well, near the hammer and the barrel. Cap these areas off and make it look more real.
Your textures do indeed need work, however, I would focus on the model first before getting to texturing.
Post the model without textures, wireframes as well.
Here are some areas to improve:
The maps look very much like the old way of shading. The diffuse map contains AO f.e. COuld be wrong though : P