Not bad, but to provide proper feedback we need at least a wireframe shot of it. For now the only thing i would mention is the hard edge on top of the apple should be smooth. In general mother nature doesn't use hard edges on organic objects. ;)
Have you looked at the pixologic videos: https://pixologic.com/zclassroom/lesson/edge-align https://pixologic.com/zclassroom/lesson/edge-bevel Could also use the Slice Curve Difficult to know exactly what you want without example.
looking good! good dynamism be careful to not squeeze the chameleon too close to the edge, like the tangent between his tail and the bottom edge. Definitely a good improvement compared to the first image you posted in the thread (the girl reading w/the beast).
No, the way to retain edge smoothness is by baking down the high poly (that you get by smooth preview) information to the low poly, or create bevels on the low poly edges, but the low poly shouldn't have any geometry that doesn't contribute to silhouette or shading
You need to have edge padding so those UV edges are not visible. If you bake your textures using xNormal, it comes with a Photoshop filter that allows you to do this very easily. In Photoshop, it's found under Filter>xNormal>Dilation...
Yes, both approaches are used, I'm just saying that there shouldn't be any reason to bevel the edges to fix any issue he's having (and so change the approach), because using a single hard edge and UV splits is a tried and proven method.
Are you using any reference for this? Looks like the blade is supposed to be two-edged or more like no edge at all. Do the 3 grooves on the blade serve any purpose? It's not clear that the crossguard material is. Leather grip looks very shiny still.
This is coming together. I like how the rust pools on the edges. You could probably rough up the actual plastic tube and maybe add some variation in the type of ware. Don't be afraid to add a few more edge loops to the handle.
For this door, I used unique textures+supportloops on the edges. But it is completely doable with tiling mats+decals too. You are right, generally you need extra edges+material IDs. Plus the decals if they are needed. They are more powerful than you'd think.
Thanks @Mossbros. This particular thing is getting its edges from putting it in zbrush, converting it to a dynamesh object, and running the polish process on it. In all my other work though the edges just come from turbosmooth and supporting loops / chamfer modifiers.