So the basic issue you have when not using a cage/averaged projection mesh with hard edges is that you will get gaps in your projection, which I'm not seeing in your example there which makes me wonder exactly what you're doing. This thread covers the issue in a lot of depth:…
Looking at those wires you posted, I think you definitely have too much polygons around the bridge. You could get away with making it a whole block, or possibly something like this (288 triangles). Let the texture do the intent for the string, let the texture handle the super narrow strips, let the normals take care of…
Igor, you might want to look at using hard edges on that bake. You're getting huge normal gradients across the surfaces. This is caused by everything being soft edged and the normal map baking the hard edged object to compensate for the specific triangulation and shape of that model. This will present problems in engine…
I actually think that a viable option would be to go the Dear Esther route - releasing a portion or even the full game in its current state, for a small price, on Steam! http://www.polycount.com/forum/showthread.php?t=81117
Technical questions should be posted here: http://www.polycount.com/forum/forumdisplay.php?f=43 also, read this http://www.polycount.com/forum/showthread.php?t=81154 to know what to do with waviness
A normal map does not provide depth, only normal direction. To get any sort of "real" depth you need to model the detail in the low, use a displacement map, or fake it with a parallax shader. I would give this thread a read, it may help with your projection issues: http://www.polycount.com/forum/showthread.php?t=81154
Top of the circle is fine here, its black because light is hitting the other side of it, basic shading etc. You'll note on the shot below, the top is being lit correctly. This looks like a problem with your cage, ie: that bottom part is stickout out of the cage and not getting hit. You're bakes are also generally wanky…
https://www.facebook.com/groups/8117041572/?fref=ts IndieDB is okay, but to be honest these days there are very few people who actually develop games on there, and it's now fairly vastly populated by 'idea' people. I can't comment on the other two.
You may want to give this thread a read: http://www.polycount.com/forum/showthread.php?t=81154 It should help with the oddly projected details. The smoothing errors are another thing.
For starters, judging from your renders, your materials may not be set up correctly and I would recommend using a realtime viewer like Marmoset Toolbag. Those metal sections do not look accurate. For your metal pieces, make sure to always use a full white color on your metalness map. The plastic sections should not have…