Just wanted to add that you don't need such amount of geometry towards the poles, try to keep the polygon size kind of consistant by reducing their number. That will also help for unwrapping.
Oh also check if the UV is flipped for the missing section. In the Unwrap edit window, go to the Select menu and choose Select Inverted Polygons. Flipped UVs won't bake.
Finished the main hammer ingame model, just barely under the polygon budget of 400 with 388 polys! Now to UV Map it and see how the bake looks on top of it.
In maya you can assign shaders to individual polygons rather then the whole object, though its not recommended. This also imports fine into UDK providing you with two materials.
Looking good. I understand they might be place holders but the couches are really throwing it off for me right now. They could use some more polygons and texture work.
Really nice! Loving that high poly, pretty good work. I would recommend you revise the polygon density on the legs of the couch lp, loads of little polys in there.
For a polygonal hardsurface (mechanical) high frequency mesh object and/or shape, applying a sub-surface modifier at level 2 with shading set too smooth seems to be sufficient IMO.
Make a wood mask on the cylinder too, so the outer polygonal edges will get a wood material in Painter, not gold. There might be some texture seams, but it won't be near as noticeable.
I absolutely love the website design; and the models look good, some more than others. But they, overall, feel like they're too low, polygon count wise.
This is just PS, it handles polygons terribly. I'm aware that Adobe did a lot of work in CC to correct this, but I'm still on CS6 so can't advise if it indeed is so.