I would like to have put casing over the light, but not sure how!
If you mean like a grate or a bunch of mesh/nets, then you could simply put them ontop of the lights as a different mesh, which using/overlapping a part of your texture, to save UV space.
Unless you mean something different?
Also, if you could post up the wireframes and UV's alongside the texture sheets, that would be nice, since it looks like your model is bending the normals in certain places.
looking very good for your first attempt at high poly modeling.
I think you might be having some issues in the indicated area. There are hard lines showing on the surface, most likely this can be fixed by adjusting the smoothing groups and re-baking your object.
As far as the light goes, there are a couple solutions for your problem. perhaps just creating casing normal and adding it you your normal map, or if you still have space left in your UV map you can crate a simple casing out of geometry.
Replies
If you mean like a grate or a bunch of mesh/nets, then you could simply put them ontop of the lights as a different mesh, which using/overlapping a part of your texture, to save UV space.
Unless you mean something different?
Also, if you could post up the wireframes and UV's alongside the texture sheets, that would be nice, since it looks like your model is bending the normals in certain places.
I think you might be having some issues in the indicated area. There are hard lines showing on the surface, most likely this can be fixed by adjusting the smoothing groups and re-baking your object.
As far as the light goes, there are a couple solutions for your problem. perhaps just creating casing normal and adding it you your normal map, or if you still have space left in your UV map you can crate a simple casing out of geometry.