The base could be optimized better and the screws can be floaters or mesh decals. Texturing looks ok except for the base which could use some more grunge towards the ground. The pole has a bit too much contrast in the roughness imo
so are you going to bake normal maps or just use bevels and keep it slightly higher res. just curious really maybe just add/bake floaters on top of a mid res base? I supppose Unreal can handle a lot of polys these days, but still best to optimise stuff
Wingtips are also rounder. Transitions from wings to body at the back looks quite different. And many of your "floater" details look completely different? Tbh, I wouldn't bother with floaters for those lines. Just do them in Photoshop, at least you can ensure crisp 1px lines there.
i was gonna have the boot straps to be floaters, but not gonna be baked on. i was just adding some stuff on the high poly to see the silhouette with them floaters on. is it not a good idea/ concept to have them bootstraps at all? i thought it would be a good way to change up the silhouette on the lower legs
So I wanted to test out dDo and use an Object Space Normal map. However, the asset I was going to test it with was created using floaters as it has a lot of complex curves to it. Now with a regular normal map painting these issues out isnt too big of a deal, but with an object space normal map its a colorful mess and there…