In this case yes, however generally this is not a good idea. With meshes of any complexity removing geometry after baking is likely to cause smoothing errors. You can bake an object space map, remove excess edges and then use Handplane to bake out a tangent map though.
You can typically find youtube videos about how to build in certain cases, they'll often show how to remove hard to remove parts. Often times the front plastic is hard to get off and just clicks into place when you put it back on.
Update. Removed quite a bit of detail in areas where it didn't matter as much and removed the bevel off the side shields. Actually gave my comp some breathing room to put up with 4 tiles of the hi poly again. Gonna go for a bigger render.
Hm, when I dropped the lowpoly mesh into Blender to inspect the UVs unfortunately look broken: Looking at the lowpoly, I suggest: * Reduce amount of support loops, use as much as needed to get a good mesh shading. Put the saved geometry into the curvature of rounded/ cylindrical parts. The impact on the assets silhouette…
Thank you for taking the time, I will remove the ogre shot in that case. Regarding the first person animations the game is a mod for Squad so the animations are more in line with realism, think Arma rather than Call of Duty. I will remove the laugh sound to ensure I'm not startling anyone.
I'd suggest removing the single image of the red stool by itself; the lighting doesn't make it look as good as it does in the (smaller) shots of it above. Perhaps also remove one of the highpoly shots of the knife and one of the side views. I'd probably bump the revolver down below the Siege stuff.
What walkonsky said. You have to press F to force save it if it isn't used in the scene. Huge annoyance but you get used to it. Also, if you want to remove an action that is in use I believe it's shift+Xicon to remove it on save.... Yeah, Blender can be a pain in the ass sometimes.
Too many pieces. The first 6 (envs), the forest scene, and maybe the vehicles are pretty awesome. I'd remove the other stuff though. They just don't compare with the other quality. If you don't do anything else, for the love of your career, remove that pistol, elephant and the 2d junk.
Thanks Lew, I found more reference without the rubber seam in the scope than with it so I removed it (it was supposed to be a flange created by the manufacturing process). I also deleted some edge loops and worked with the ones I had a little better to remove most of the pinching in the stock.
Oooooh I'll have to try this method out. I'm with HP, A lot of times if I work from high to low, I'll just remove the turbosmooth modifier and spent a couple minutes removing retainer edges and use that for my low. Having chamfered edges here is a pain in the pooper.