Depends. Often it's best to refine the topology to match the flow of the silhouettes. If the model deforms at all, for example a floppy hat with ragdoll constraints, then topology flow really matters, it's helpful to have good edge flow wherever it bends. More on the wiki…
Your wireframes are hypnotic o_0 How is it that you get booleans to work so cleanly? I'm a bit of a novice but in my experience booleans seems to result in horrible messiness everywhere. Is there a particular way of using them, or have you just tidied up the extra vertices and stuff really well?
I do have a question regarding environments. Looking at the game I believe most of the rocks/cliffs were modelled by hand and got tiling textures right? I have only seen a few that could be sculpted like the bigger rocks on madagascar. It's a shame there are hardly any wireframes around.
Looking really good man. Can we get some wireframes as well? The texturing and modelling seems to be pretty sound, but I really think the lighting could be pushed a bit further. Everything seems to be lit in a pretty flat manner. Get some deeper shadows and hotter light sources.
I think you could use some breakdowns. Show wireframes, UV's overlayed on texture maps, etc. I want to know how you created your textures. Your stuff looks good though, I'm not sure why a mod team would be saying no to your help.
Thank you the polycount is on 129 now, i think i understood it right? I tried to find some wireframes from buildings in games like Assassin Creed, without luck! But my last problem is that the window frame is inside the house, but if i put it in it will show off wrong. Is there a solution there?
You should post some shots of the wireframe. The only crit I have is the proportions of the face.. it seems a little stretched - nose looks a little long, bring the eyes down a bit. The mouth looks fine where it is, just everything else needs to come down a smidge. Good job.:)
tnx for the comments guys, i'll make the site extend downwards to view the content instead of using the little box so you get to see bigger images at once. i'm also going to add the wireframe shots for the lowpoly ones barnstable: tnx i'm going to adjust those proportions
Thank you all for the feedback! I always wuss out with color variations, but I'll try to up the ante! Also, I've never done a rectangular UV map before, but I can see why that would be an improvement on the optimization. Next sword (coming soon) will include a wireframe too.
Started cracking on with some retopology going to finish it off soon then just need to unwrap and sort out the textures. Polycount is still a little high for my liking so will reduce it some more once i've got the overalll shape. Will get round to posting the wireframes when i've finished.