It's definitely an improvement. But the chipped edges are too flat. Try to think of it as a 3d shape which you're cutting into. Look at this texture(not mine): It has a lot more depth than yours. It was sculpted in zbrush but it's still a good example.
Another important aspect of atlasing is using the space outside of 0-1 to your advantage. So you can have long rectangular elements go into the adjacent tile, for example(remember UV space is infinitely tiling)
Depends on preference and task. Dynamesh on creatures is totally fine, while on Mechanical objects (like screws for example) [even on higher resolutions] it doesn't achieve same quality results and leaves you with no base for low-poly model.
Ok, well, it's the same mistake I've made my first tries. The highpoly version has waaaay to sharp edges. That won't show up on the normalmap, so you'll have to fix that. Take a look at this example by Racer445
If I plan to make UVs work with 1024x512 (for example) I simply pack the uv-shell in two nearest 0-1 squares and after that scale them all to 0-1 square. Works flawlessly and easily.
I was wondering before suggesting some additional advice on optimising your project, is how far will you develop this automotive polygonal model? For example are you thinking about adding reflective materials or is this solely a modelling exercise?
hey I really like all 3 designs! For the models I would say owl needs more details in the armor the materials/textures of owl and robot could be improved wider spec and gloss ranges for example
it's not directly about details like labels, its more about scratches etc.... Same question for deleting details, for example if don't like rust or scretches in a special place on my mesh... is there any way to delete them ?
Hey there, awesome work. You could for example post your image on your FB profile or deviantart and copy that image url here within the image tag. Hope this helps. Looking forward to more updates. Cheers!!!
This is because it's not always desirebale. For example, I wouldn't want my tangent space normals from NDO added to my curvature as it would result in edge damage around very shallow details like text and symbols.