Also remember that just because something shipped in a game that doesn't mean it's always a shining example of how to do things 100% correctly. :P We've all shipped assets we're not particularly proud of...
I'll probably try floating the bolt things and the handle then. I'm still interested in what people think of the skyrim shield as example? It seems to do a lot of things that I'm being advised against!
Can someone explain to me what kind of topology I should be using for the domes as someone earlier said my previous topology wouldn't work properly? Although Justin seems to have used more or less the same in his example, as far as I can tell.
I decided to check out the Skyrim Iron shield. Should I follow their example or not? Seems to contradict some of the advice here regarding hard edges and long triangles. Thanks. Edit: Also I'm curious to the purpose of the small loop of polygons that runs round the inside edge of the shield rim? They don't have it around…
Modeling in those cracks and breaks is unnecessary. It is a wasteful use of polygons. Most of that can be painted in. The idea behind lowpoly is to show the gist of the shape. Think more in terms of silhouette, not detail. There is plenty of info on this with Polycount Wiki. The long thin triangles are also not efficient…
Long triangles can cause smoothing problems sometimes, but on a flat piece like the backside of that shield it won't matter. Same thing goes for poles (vertices with a lot edges attached to it). The reason for using hard edges is that if your baker isn't completely synced with the renderer it should look reasonable. But if…