I decided to go ahead and make the low polygon model. There seems to be some smoothing group issues, and possibly things about the topology I could fix. Any suggestions?
Is this meant to be for real time? If it is then you should consider how many polygons you are using for this model. Try taking it down to around 8-10,000 from 44,000 if you can.
With a shape like that it should be easy enough to line up one column of UVs then use the Polygons > Unfold tool (legacy setting) on the other side, it should straighten right out.
Break off the the polygons where just the text is and move it to another place on the UV map? http://vimeo.com/5821890 Slipgate does this on this character bust to give it a mole on one side.
Keep your polycount way lower until you nail the proportions, keep posting here and get feedback, then add polygons when your base shape is more solid.
40k polygons on Drake. I think the screenshots look believable to me. :/ I'm not sure why they would photoshop and post bullshots when they're trying to liscence out their engine.
Ok, my problem was my curvature map ( however, I generated it in Substance Designer ) But now,I ve another problem : I can see a polygon in preview :/ why ? :/
You could use fewer sides on that small rod above the muzzle. You don't need that for something so small. That will give you some more polygons to use elsewhere.
I have the sculpting down pretty well, enjoying it a lot, still having trouble getting used to controlling polygon level in dynamesh, and using transform tools with my subtools.