I this case i separete the side of the bed, and this thin part on the layout. In your version you will got stretched texture anyway.
Do you really need this much segment for that kind of really small area?
Split it, it's a hard edge, so it should be split (side & top, two UV islands).
When splitting it, you can straighten the top part and yb this get less distortion
I this case i separete the side of the bed, and this thin part on the layout. In your version you will got stretched texture anyway.
Do you really need this much segment for that kind of really small area?
I have the same opinion, it's too much poly's for a "useless" model were the player will never look "surgically", but here in the company my boss want all models in high poly even being a waste of performance
Split it, it's a hard edge, so it should be split (side & top, two UV islands).
When splitting it, you can straighten the top part and yb this get less distortion
I'll try to use de both opinion (your and the Sanislov) (Split the sides and the top )
Replies
Can i ask what will it be?:)
It'll be a beth to use in UE4
Do you really need this much segment for that kind of really small area?
When splitting it, you can straighten the top part and yb this get less distortion
I have the same opinion, it's too much poly's for a "useless" model were the player will never look "surgically", but here in the company my boss want all models in high poly even being a waste of performance
I'll try to use de both opinion (your and the Sanislov) (Split the sides and the top )