I'd suggest removing the single image of the red stool by itself; the lighting doesn't make it look as good as it does in the (smaller) shots of it above. Perhaps also remove one of the highpoly shots of the knife and one of the side views. I'd probably bump the revolver down below the Siege stuff.
Using the replyometer to guilt trip me! damn you! anyways, Almighty_gir has some great points. your big problem here is your textures are flat. Have you used any maps baked out of your highpoly? Ambinet oclusion, normal maps, anytthing like that?
Hi again guys, just added a new gallery to my Online portfolio, this time some characters for Zombeer game from Moonbite. Highpoly and lowpoly models and the UVs were made by Alberto Peteiro and I made the textures (diffuse, specular and high frequency detail of the normal map)
it seems like you tried to save tris on the focal part, the blade, it looks fairly blocky and with smoothing errors , did you make a highpoly for normal baking purposes ? i think you should fix the feel of the model with the normal right now before moving onto the texture.
actually, the problem itself is also very easy to fix just cut through the top until every face is a quad.. but like everyone said already, if you only use your highpoly for bakes, noone cares how there wire looks as long as the onject itself looks fine
definitely something wrong with the channels on that normal map, the lighting looks a bit inside out if you know what I mean. just try some options, eg flip red or green or both. would be a pity to loose the shape in the lowpoly as the highpoly came out quite well!
Ok, its easy to understand . If you overlap your uv for symmetry its ok. But during the bake of your highpoly you just need to put on the side ( out of the uv square ) one of the uv who overlaping. after the bake you can just replace the symmetry uv.
The second time I didn't use optimizer crap, I manually remodelled it. Topogun is something like Polyboost, but its a separate program, not a plugin. You import the highpoly and make polygons over it. I was referring to the "not so small" bullet holes in the front, and the crushed wall part in the sides.
Smoothing groups and control edges wont help much, if at all. Obscura- there is an issue with that technique, if you look at the sloped angle, the traditional high poly has a nice and smoother highlight than on the one with the modified highpoly. Although I think you could easily improve that with a bit of tweaking.
You have a lot of useless (half)loops there. Particularly the LCD screens are wasteful. I would, however, add more sides to the round objects. If the endresult is going to be rendered roughly the same size as your highpoly screenshot (1000+ pixels wide) 8 sides probably isn't enough.