The base could be optimized better and the screws can be floaters or mesh decals. Texturing looks ok except for the base which could use some more grunge towards the ground. The pole has a bit too much contrast in the roughness imo
Hatami: It sure does! ^^ Ubuska: Yes, I rendered them in Modo. I didnt use meshfusion during production of Wolfenstein, it didnt come out until after assets were done : ) Next game! These highpolies are actually not that good for rendering and so on, they have ALOT of floaters, so I have to render it in very specific ways…
so are you going to bake normal maps or just use bevels and keep it slightly higher res. just curious really maybe just add/bake floaters on top of a mid res base? I supppose Unreal can handle a lot of polys these days, but still best to optimise stuff
Hmm, still not sure I really understand, maybe post an image? I do the little lip on just about all of my floaters and I can't say I've ever really had an issue with it. Even if the surface isn't 100% accurate it usually isn't noticeable(but I'm anal about lining that shit up), even still in actual use a very light seam…