not bad thought you may want to make a few ajustments with the renderer. (not sure what program you use) But smoothing is step 1. Then baking normal maps to your low poly models is step 2. I also see allot of trianglation which suggests that you imported the models into some other program? I only see this really with the turrets. Everything else seems to have it's textures. Which makes me wonder is the textures turned on for that model?
not bad thought you may want to make a few ajustments with the renderer. (not sure what program you
Hmm....now that you are talking about this, sometimes when I am using, low poly models in my Poser 7 renders...I see the triangles too...but just sometimes, not always. I would like to find out why some low poly models do this sharp edges and some don't
Hmm....now that you are talking about this, sometimes when I am using, low poly models in my Poser 7
Also smoothing settings per quad can result in this as well. (sharper edges that is) as for an edge in the middle of a quad that is pretty much an off vertex. Take a flat plane and convert it to an editable poly (unless you use maya or other they would already be a poly) and take a corner and raise that vertex up. You see the triangle now? Yeah that happens allot when you aren't paying attention.
Renderers don't normally trianglate a model. It happens due to mistakes at that point. When importing and exporting the program would tend to subdivide all faces and thus is why you see triangles. This is why you want to keep everything a Quad a four sided face to ensure it subdivides correctly. (and also why you use low polys)
overlaping verticies is one issue. Also smoothing settings per quad can result in this as well. (sh