Multi material object or layout the uvs to the specific area that you want tiled, and some shader trickery to mask out parts on the sheet. Your best bet and how most people do is a multi material object though Bens url looks super interesting though
Hi Cryrid, That's my plan too... zig zag. I just did't quick layout sketch. Don't pay attention to the straight green lines. I think making seperate poly groups might help alot. Thanks for helping out. I will give it ago!!
Thank you for the crit Brullox!! I threw her leg in and yeah she looks a lot less unbalanced with it peaking out from behind her leg. I've worked more on the layout, levels and also the crop. I wanted her to be a bit more in focus for the image.
Coincidentally I love your texturing as well! Thanks man, Means a lot to get all the great feedback in here. Just had an epiphany on how to layout the level, and will update block out asap to reflect new plans. Perhaps a terrible paint over is in order as well :)
It depends if you think the packaging is important as the package. I do but I think that's just me. Though still wouldn't go over the top. Simplistic is probably better in this case but you can make simplistic work really well. Also the sketchfab layouts are really nice.
Just a suspicion: Even if there are no visible seams in the low-poly's UVs, did you check if the edges producing the normal lines are actually merged in the UV layout and not parts of separate islands? Also, when baking the normals inside SP, have you tried modifying the dilation width?
Nice clean layout. Some pieces I think lack details and don't look too good on the front page. Owl, Aftermath and car WIP for example. While your goblin, gun and sword are really awesome, much better than the 4 you have on top.
nice, i would suggest swapping the position of the car and the tree round, it would make a better focal point, and perhaps curving the whole scene around the camera more, would make it a touch more organic feeling its a too grid like in layout at the moment IMO
Hey, great job you did here! Can you tell me, do you match pixel density between separate models? How do you choose size of the texture for separate part. Can you show some of the textures and UV layouts? Thanks!
Defer compression only prevents the texture getting compressed until you save the package. So your problem is most likely the DXT1 compression. Have you tried using a 1024 or 2048 texture yet? And can you post the UV layout and the actual diffuse texture?