Here's a question for you. On the face of the buildings are those floaters? (the windows doors molding etc) And 2nd..... not to thread jack, but what are the pros and cons of having floaters in the game engine vs a continuous mesh?
ya good rule of thumb for highpolys divide shit where it is separate in real-life, with the exception of floaters for making surface detail. But in this day the need for floaters as pretty much been nullified by tools like nD2.
Ive been trying to find tutorials on floating indents when bake normals but cant seem to find them. Ive seen some people on here indent, but how do you fake the intersecting? Do you flip the floaters normals and hide the intersecting geometry?
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