Only two crits. The shoulders, which were already mentioned, and the wing membranes which have quite some wasted texture space. I'm thinking this would be a cheap, simple fix: Saves a whopping 24 polygons too! ;) You might also want to check your alphamaps, or the engine - the transparency is acting up.
It would be much easier for you to just edit out the 'spots' from the normal map in photoshop rather than spending hours re-rendering maps. btw, if this is a game mesh, what engine are you planning to run it in because (if you are using UDK for example) 12k polygons is slightly too many for a vehicle of that size.
I would create two texture sets and blend between them. Identify what different kinds of information there is in your rock. Make use of vertex darkening to define the cavities. When you model, focus on your silhouette and try to kill all polygons on places where you can't see if from the side.
Looks like a solid start! 2 - 2,5k tris for a next gen first person weapon seems really low though. I would say anywhere from 5 to 15 k would be appropriate! Ofc it's always good to optimize everything and produce clean topology etc, but polygons are not really a problem anymore.
Make sure there are no n-gons in your mesh. If you're using 3ds Max, apply a Turn to Poly modifier to your mesh with Limit Polygon Size set to 4, collapse and re-export. If the FBX exporter finds n-gons in a mesh it will automatically triangulate the mesh (might behave the same in other 3D applications).
i dont mind slight resolution downgrade ... even tho i dont own 360 i knew the polygon and self shadowing has been downgrade but this man this a joke ...lol .. about the battle system, judge urself, as final fantasy fan :p [ame] http://www.youtube.com/watch?v=WNeROq27kiA[/ame]
@Psydron i am not sure how this shape came up but what i usually do for a seperate mesh, i mask the polygons which i want to make a copy then qmesh them while holding ctrl. It seperates a copy of targeted polys. After that you can mask the copied part and Split it as a subtool.
I would make the bottom section all one smoothing group and bevel the edge instead. it's just as many polygons to do this in most engines since a new smoothing group just duplicates the verts along that edge. here's some handy info: http://wiki.polycount.net/Normal_Map#head-a31a81f6af2fac671775f40f4e2c64d6f4cf9b5f replied…
so you just want to cut, a curve as edges into a low poly surface? persnally i would just draw the curve on-top, than use the interactive-spilt, tool and snap to the curve amd more or less just use it as a guide for manually cutting, since your wanting to cut into a low polygon surface.
Well, have you tried the "polygon transparency sorting" option since you're using maya 8.5 ? I don't know if it's working with high quality rendering but you can give it a try. Prior to maya 8, yeah, maya did only object sorting, while 3Dsmax does poly sort for ages... :)