My asset is rejected because mesh is too dense and textures do not look aesthetically pleasing.
Please find below the link of my asset: https://connect.unity.com/p/trishul-of-shiva
I used Blender, Substance Painter, Unity.
It would be very helpful, if someone would guide me .
your model doesnt look that high poly at all
heres my advice;
make it one mesh, one uv set with one material. reduce polycount to 2k tris max and make a good normal map as a base for your substance painter project
im sure u will get better, it ll just take some time and alot of trial and error;)
i dont know that pack, so i dont know wich model u are referring to. but its a complete scene so its probably got alot of triangles, and i saw it has LODs. i think your high polycount comes from modelling out all the emblems and stuff.
u can bake those in a normal map; good luck
Here is a detailed tutorial about baking normal maps:
You can create a very low-poly version of your model with no detail. You bake all of the fine details from your high poly model on to a normal map. Then when you apply the normal map to your low-poly version it will look exactly the same as the same as high-poly map but it will be more efficient.
There is an article here that explains how to set up materials for the unity standard shader:
Right now it looks like that you have separate materials for the decorations that are shinier and more metallic then the rest of the object, but if you use a metal/smoothness map you can combine them into a single material that has some shiny/metal parts and other parts that are non-metallic and less smooth.