Hi Stevston, okay for the renders, I'll post more shaded renders soon. For the sharp edge issue, you mean I have to "relax" my edges so there are more rounded and visible on the upcoming bake ?
@BakertheGameMaker Haha, I was working the way. So it seems like you are cleaning the edges after Boolean, isn't it? Near the edges I see few tris so would that be any problem in maintaining the topology?
Ah, you need edge padding on your bake! :D It'll stretch the pixels around the UV borders by a certain number of pixels, avoiding the seams. Try baking with a larger edge padding and see if that works. :)
Dota2/League of Legends Sized. I figured maybe it was a normal issue with the waviness along the edge. I played a bit with edge loops when I was still building the low poly and saw some improvement.
Hey cool, shaping up well. I'd soften up those high poly edges a lot to make for a better bake, tho. Soft edges and 45 degree angles are the best when baking normals.
3d coat has a Auto-Retopology tool that allows you to draw in edge flow, its not perfect, but it may help you under stand how edge flow works. http://3d-coat.com/retopology/
Here is a couple of images explaining, but essentially you want to avoid any edge the gets close to a 90 degree angle. When your edges get to sharp there isn't enough information for the detail to bake properly.
Your poly distribution is mental, it looks like you're using edge loops just for the sake of it. At least half of the edge loops on the curved wall panels aren't defining any form at all. Same with the flooring.
No amazonian women? How dare you! no really though I love the art style, I would add some sort of transition at the edges of the water, maybe a plane with ripples around the edges? just thinking.
Well, you are off to a start. You might benefit from trimming a few things, like the building edges and the roof lines. They help disguise a lot of the distracting issues with textures not tiling around edges properly.