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Hmm... I'd say either the baking process or the render set-up needs some refining, then. Both have an effect on how well the sense of volume is portrayed by the normal map.
It honestly looks decent, though. Bad geometry isn't apparent from the edges of the model. I can see some awkwardness around the mouth. But the biggest issue I see is the surfaces lack volume, and don't look as smooth as they should. Unless you have some really weird crowding or spiraling on your geometry, it shouldn't be effecting those things, and I don't think your edges would look so clean if that was going on. Re-visiting the normal baking process, or adjusting the intensity of it in photoshop or the render stage would I think be the best place to look for improvement. Maybe either adjusting the specularity on your model (are you using a spec map?) or softening your lighting set-up would help make a more flattering image, too.
Thanks. Yeah, there's no specular. I'm not really familiar with Sketchfab's lighting system, I just set it to 3-Lights and attach the maps. Yeah, I didn't notice the mouth at first, but even after trying to fix it, it's messy. It looks like some vertices merged, overlapping faces.
Also BlackFlyme, that is niiiice! Love the smooth secondary motion in the cable, too. Do those bones at the bottom control the rotation/angle of the wheel-assembly bit too, or are they for the hydraulic piston thing? That's a good model, and a really nice rig too!
Thanks, though the model isn't mine. Another school-supplied one to practice rigs with; I think it's a student's from a previous year. The bones at the bottom control the lower half of the hydraulic, as well as part of the platform, but they're kind of useless, since with the way the objects are grouped, it won't be able to rotate properly without me manually separating it to avoid warping. The cable took a lot of playing with skin weights to not crimp or stretch terribly. I think the default weighting it was given when I first bound it looked better than it does now though.