your shader is hard to read broken up like that, try taking a bunch of screen shots and stitching together in PS so we get one seamless pic of your shader, it'll be easier to see how things hookup. As far as helping you figure out why your shader is broken I recommend going through each element and see how it's affecting…
My opinion is that you should probably do away with your 1-textureset-only goal. At this level, it's more important to have clean bakes and UVs, rather than stressing about optimisation, and all the extra problems that mirroring and stacking islands brings. My suspicion is that your texel density is not high enough, and…
That's a very broad generalization - borderline trash talk. Too slow for what? Material managers? UV tools? Exporters? Auto-riggers? I have worked on everything of that except the latter (rigging is not my thing) and I've never had any performance problems what so ever. The real benefit is that developing tools with PyMEL…
There are several ways to approach this but a good starting point would be to identify the minimum number of unique UVs needed for all the road wheels. As an example: the front faces of the outer road wheels could all have unique UVs to support painting unique camouflage patterns but the inner road wheels, back sides and…
Pretty good work overall! Got a few crits for ya, Pirate scene: - Nice lighting in the scene but could probably benefit from a little contrast. Taking away a few of the dock lights to create a little more dark space between each other could help deepen the atmosphere. - There's a reflection under the boat/dock but no…
@kanga I will try to hack in some kind of automatic rescale, but I have zero html/css experience so this might be exceptionally tricky. I think the images average 800kb, I'll see how the quality looks with higher compression. I'm not going to lie I was primarily focusing on high res + high quality for when I show my work…
not sure what your trying to ask...as for your high poly...all your cracks and divets and n e thing that would be unnecessary to model(all the little details) should be in your high poly. Looking at your bake, it does not seem like you have those details in there. Your high poly right now is just a low poly with lots of…
For every vertex you have a lot of information floating around inside the engine this giant block of information has to be juggled and loaded in and out of memory in and out of the CPU and GPU. Certain things have to traverse this block quickly in order to keep things moving. If a vert isn't doing anything functional then…
(*) Modeled a little rifle for David so he can hunt down rogue entities and bring them to justice in his new noir universe. Im walking down the path that its a stun gun, that can be lethal if absolutely necessary, because the entities do not believe in killing, hense rogue entities and other aliens that do not adhere to…
In case you still want help Some possible fixes - When using UV island selections an inverted face normal will cause that face to be unselected & break apart. - Make sure shared location is selected http://i.imgur.com/BUN6TM3.png - Shared vertex is just annoying & having it set to disabled when you select verts/edges/faces…