Brego said:Looks great!
The roof does look somewhat flat though, so I'd consider adjusting the roof as described in this tutorial by gutekfiutek:
Slytacular said:If you use Blender, you can just set the object to autosmooth, and add sharp (hard) edges. Then let the normal map bake from the high poly do the work in making the object look sharp. Beveling edges is great for textures and baking, but it depends on how large of an edge is on the object. If it's a building, you can get away with making small details that slightly round out corners.
Weren said:Fictional ducal keep guard's equipment:
https://sketchfab.com/models/c716aa05fc6a4184a7448cf0bb5f1976
Mandible said:Looks pretty nice.
Bear in mind that you're not going to get good results in sketchfab without also using a gloss map. I know Warband doesn't use them, but for anything using PBR, they're more or less required and your specular map is wasted without it (check your model with and without specular map. There's no difference).
I really like that crossbow, though. It looks really functional.
Mandible said:Separate gloss, separate specular. Gloss maps are not terribly complicated, they're just grayscale maps used to tell the rendering engine how rough a surface is.
In Warband, the gloss map is replaced by the specular coefficient value in openBRF, which applies the value to the WHOLE model, instead of specific areas. It determines how big the reflection is. Using a gloss map allows you to determine different reflection sizes for different parts of your model depending on the materials that they are made out of (metal vs wood, for example).
If you have substance painter, then you can just generate and export specular and gloss maps from there and import them into sketchfab no problem.