get rid of the groove in the middle, and the ends of the teeth, they're unnecessary and unnoticeable for such a small model.
You also really should consider having less sides.
I could make some LOD models, the request did say it was for a windmill so the gears could be pretty big. (ie. 128x128)
Assuming the triangle count is double the poly count, that's a ridiculous amount for the game to render for this object :\
I kind of imagined that without the groove the gear would look boring, and remember that at least half of those polys are already triangles, so it's somewhere more like 1000 triangles. I guess the standards for model optimisation are a lot higher than I though.
just look at some models from tf2. you'll wonder how many triangles they use in rather tiny objects. so its that heavy in the end, if it's a unique objects.
just do some research, it's a part of their design choice. they model out much detail and don't rely on normal maps in the end on most models.
just look at some models from tf2. you'll wonder how many triangles they use in rather tiny objects. so its that heavy in the end, if it's a unique objects.
just do some research, it's a part of their design choice. they model out much detail and don't rely on normal maps in the end on most models. you'd be surprised how many polygons some models have - made my jaw drop in the beginning of my research
the end of the teeth, i'd put in question too, but the general roundness you should leave as it is.
i'm having more trouble with your uvmaps, btw
edit:
heavy normal maps usage wouldn't fit the world of tf2 - period. it's a design choice right from the start. they know their shader stuff, if they'd wanted to have nicey normal maps, they'd improved the engine...
valve rarely uses baked in AO detail. they mostly model out the details and use the AO bake as texture starting point. just study some models...the wheels of the welding machine alone have 1200 triangles and they are suuuupertiny ingame.
one shouldn't give tips like that and present them as obvious facts if it's clearly not the way valve does its stuff.
just study some models, Tapp, you'll get a feeling of valve's way of doing things
Source isn't capable of rendering them properly, and relies on ancient bump mapping (which looks like absolutely awful). It's not a design choice, it's a lack of engine capability.
I'm just imagining how awesome a clocktower map would be