It may be a bit late but I'm wondering, why did you make the edges on your highpoly so sharp? Softer edges might be less realistic but makes for a better look ingame. See also: http://wiki.polycount.com/w/images/8/85/Normal_edge_thickness.jpg
Ask yourself...What is the end purpose of the model? A highpoly ship made for special effects in a movie is usually designed for a specific camera angle and distance. Any details not seen are not made, to save time. Distant shots use an entirely different model from closeups.
So what i transposed was my retopoed mesh the low poly, i took the 3d retopo from 3ds max and transposed that was i suppose to transpose the highpoly which i baked my normal from? really confused on the pipeline for this, self teaching
I think it's a bit highpoly, and you should give more variation to the geometry. I would also tone down the ambient occlusion, it kinda eats the forms and gives it a dark, gloomy vibe. Keep it up, it's going to look much nicer with full lighting.
Those textures are not going to do anything for you. You can't put a cgtexture photo with a normal map filter and call it done. You should be sculpting highpoly models and creating textures from that, and using cgtextures to create different details/masks for different areas.
depends what you mean by better? quadrangulation builds a medium/low poly all quads model based on a voxel mesh, its not like decimation or meshlab in that it doesnt try to retain all the details and doesnt seem to be able to output a very highpoly model.
Option 4 only works if your objects/UVs are topologically similar - ie. anything present in the highpoly needs to be in the lowpoly Baking floaters or layered clothing for example would require additional setup work. Most people work with cages because it works and is relatively simple
Hi @Fabi_G , thank you for the feedback! To be honest, I'm still not sure about my general approach. I usually go highpoly-lowpoly by default because I'm not used to other workflows but maybe it would be a nice time to try something else. Do you have examples of low poly style assets?
do you have a concept you´re going off? it´s a little harder to critique without knowing what the end resault is supposed to be. Is this the highpoly then that we´re looking at? Might be good if you could post a front view, profile and a three quarter of the head.
Pulled an all nighter and now everything is done for the highpolys minus the reflex sight, and optic plate, still at my wits end trying to get them to work, may have to go a different route with them but will only settle for the best result I can muster.