Omg... that kind of reminds me of something. Anyway, coming along pretty nicely. I'd probably treat those cannons on top of the wall as completely separate entities (give them some real polys, and a separate texture sheet). They are pretty low poly for something that'd be the size of a player character. It's good practice,…
Why do you have the 2 cannons that come out of the wall apart of the walls geometry? Break that up and have their mesh lay on top of the walls. Building it apart like that is a waste of triangles. And I reckon that any engine an asset like this is for supports intersecting geometry no problemo.
So I have been working on this environment piece, from the concept art of warhammer online ( thanks mythic! ;-) ) ... The terrain in the shot right now is more or less refrence at the moment. it is sittin at about 2600 right now, and i still got the cannons and racks and some other details to put in before start on…
Yup, big waste of triangles. You could fake that indentation with a normal map and just have that square plane be 2 triangles, rather than 16 like it is now. And if you really want a hole like that don't make it 16 sides, its a bit overkill. EDIT: You've also got a few too many edge loops on that cannon. Specifically…