If you're aware of the bugs and lack of updates but are still considering it, I'd say go for it, especially if your main requirement is modelling. It's got a solid toolset and workflow, and it's generally quite fast (though to be fair, I tend to work with rather lowpoly stuff).
Heh thnx, thats something I never thought off actually :3 Will keep that in mind next time. Also, when I'm going to map the lowpoly wire bit, whats a good way of doing it? Since it's all swirly and round..
I think it depends on how polish/unpolish is the placeholder in question... If it's just grey box, moving around, then it would easily turn ppl off. On the other hand, a character looking lowpoly mesh would be quite fine without texture or details.
Meshlab: http://meshlab.sourceforge.net/ Someone recommended this over in technical forums and it can basically be used as a free version of Polycruncher. I.e. generate lowpoly models from hipoly ones. It probably has a lot of other functions I don't know about.
The sink and the fridge seem to have wasted polygons. If you build the chairs like this(see picture) it will also save you some tris. Otherwise, looks like a fine lowpoly model. It will be most interesting to see what you will do with the texture. :)
@Brian "Panda" Choi Now that you mentioned it, I think that his hand is not matching the other parts, let`s see how it work on lowpoly, ut I think I am going to change it. thanks!. The highpoly is almost finished.
Lowpoly is done, UVs are done, bakes are done. She's around 80k tris now, using 4 main textures (face, body, upper clothing, lower clothing) + an extra 2 materials for hair and lace. Will be moving onto texturing soon.
Still chipping away at this. Made the Lowpoly, did the uv's and bakes and started the textures in Substance Painter. Decided I should post where he is at with the bakes before I get too far along with the textures. These are screen grabs from Marmoset.
Unwrapping a mesh like that to bake is madness. You'll never get decent res from a single uv tile. Go with bigtimemaster's advice and use a regular mesh as your lowpoly and use a tiling opacity and normal map. No need to bake anything.
What do you mean by "wrong with my topology"? Do you want feedback on the design or is this the lowpoly model and you want feedback on the polycount of the model? Its a lot easier to answer a specific question than a very vague or unclear one.