It seems like in general, your highpoly model is not well suited to baking. It looks like the edges on every part of your HP are supre sharp, so there isn't really much/any detail to pick up.
Still not sure about the proportions, but others have said enough about that. Anyway, I hope 3k polys will NOT be next gen. For texturing, you could start on the highpoly and use its occlusion as a base for the low.
hi, your model is way too highpoly for a mobile game.delete that chamfers.i am not really familiar with the mobile games, but i think the proper tricount would be under 1500 or less.maybe somewhere around 800-1200
I'm no expert, but it seems like your highpoly models have extremely sharp edges. You might want to smooth some of them out and keep it consistent throughout the model. Great texture work though!
Jonathan Marshall: yes i did use a lot of polys for this building. I forgot if i mentioned that midway i changed to just doing highpoly. and the last picture is a viewport screengrab with only diffuse applied.
This looks awesome! Which software did you use to paint? And from the highpoly, Do you extract any maps? for example, AO,Normal? if so, how do you composite them in the final texture?
^^ I would think so, this ao bake would make it pretty useless if it got flipped over in a game. My bet would be on the highpoly pot overhead. AO is pretty much only contact shadows.
As with my bow, here are the final images for my Leo set. Steam Workshop Page Main Presentation Image Highpoly/Low Poly Wireframe Texture sheet Pollaxe Reference Sheet Helmet Reference Sheet
This looks awesome man! I really like your highpoly. I am stealing the concept and making this as well >:) Hopefully this isn't frowned upon. Keep going, I'm subscribed to this and can't wait to see it textured! :)
I'm no expert at highpoly modeling, but it looks like your corners are too sharp, they need to be softened a bit or else your normalmaps will come out badly and your ingame renders will look speckly. edit: like this