The body of the car where it arcs over the front tire needs smoothed out. Your's is lumpy, it should be a smooth circular arc when viewed from any angle.
Modeling package doesn't matter imo. In Maya just use smooth mesh preview (3) and subdivide your high poly (Mesh -> Smooth) before exporting it into xnormal.
I tried smoothing groups. I've never seen it before, and it looks like its a very useful function. ARe there times I should,should not , use smoothing groups?
More geometry, simple as that. You can use smoothing groups as well, but in real cars you never have these razor-sharp edges like smoothing groups create.
Hiya! I'm Kaveesha and I've been working as the rigger for this project. So far its been smooth sailing with getting the rig together with a base model, though this time I did try to add some extra joints to help with deformation for the muscles, its allowed for an easier time when skinning the model for sure! :)
If you start removing edgeloops you will need to rebake most likely as removing the edgeloops will change the way it smooths and normal maps are tied to how the mesh smooths.
if you are baking in xnormal make sure to check your export settings on your low poly and make sure you are exporting the smoothing information (smoothing groups)
heyho .. you need a bit more polys on the face if you want the smoothing to be.. smooth just optimice the body, then check ingame and tweak the face then. looks promising :)