More important for sure but in practice not something you'd need to worry about - other, more important factors will govern how you split up your UVs This is gold though .. http://artisaverb.info/Hygiene.html
according to some quick measurements your uvs are only covering 27% of the texture. With a better unwrap you could literally use a texture half the size and get practically the exact same level of detail.
I was thinking of making some cheap good quality assets to help along with some bills I need paid. Itd be great portfolio practice and id love to help people make games
Ive put it up for sale for anyone who wants to practice texturing. If you still cant pay 2$ hit me with a private message and Ill give it to you for free https://gum.co/ziIP
Meshes are always triangulated. But the triangulation can change depending on the application. So its a good practice to triangulate manually before baking. Have you exported your substance maps with the unity pbr preset?
cool. I've been usin blobs of clay to practice techniques. I can see where it needs to be a combo of both now. I'm hopin to get some images of my piece up tomorrow.
Bulk it out, there is practically no definition between the blade and guard at the moment. Detach the blade from the guard and you can probably save some polys by separating the two parts, and get some more definition.
pmiller001 Thank you for the feedback! It was my first attempt using Zbrush so creating a clean mesh was something I struggled with. I will make sure to research and practice more to avoid that in future projects :)
thanks for you input, guys. The cracks are my practice of painting broken window. I will tune it down a little bit. The car is around 1000 tri count, so I guess it is a prop in game.
@3Dlee, got it, wrote you down. join us right now for a practice match people! http://battlelog.battlefield.com/bf3/servers/show/779d149d-8e92-4166-bd92-527de9839aeb/Multiplay-NextGenHardSurface-BF3LaunchEvent/