was just about to link the same thing @throttlekitty but I wasnt quick enough apparently =P It really is a must read! Basicly Mesh normals and UV seams/layout is super important to good normal maps.
Also Finished both lod versions, even without changing the chains it wasn't that hard to get the lod_1 done. Just needed to change the UV layout slightly so it doesn't deform when removng faces.
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?
Hey Samoyed, welcome to the comp :D Giger is fun, one suggestion I'd make on your current layout is to rotate your throne 45 degrees, no leader wants to sit and stare at a pillar all day!
The layout is rather stark; the white background and text-only banner are the biggest contributors. There's no reason to have thumbnail links to other projects on the right side of the page in the project pages; it just reduces the area for the actual images.
Nice work Racer, Thanks for posting/streaming these videos, always appreciated:) Wouldve been cool to see you layout the uvs...but alas, cant have everything. Now get some final renders up!
@DawnHeart Thanks, Im a little unsure about the values on Syndra. Here's a brighter version (dont mind the missing magic effects) I still have that uneasing feeling like there's something off about the layout.
for art: photoshop maybe also add headus uv layout to the list windows boosts: direct folders/qt tab bars slickjot for modeling/sculpting/etc i don't care as much, there are several options.
I would have upped the size of the uv pieces near the back of the gun as its closer to the viewer. the panel which surrounds the tv screen thingy seems tiny in the layout looks great still though
maybe you should have some sort of fogging in there to help us distinguish depth. The layout looks like it could be good, but some fogging or something needs to be added so we can see better.