thanks for the feedback! its not supposed to be an insect or anything real. the impression I am going for is a fantastical shelled creature with stumps and tusks of bone, who is wrapped in vines that are growing around it out of the shell. the closest real world creature would be a crab I guess. Im rather happy with the…
100 2048 texture sets is a bit overkill, but who am I to judge? UV shells can't cross UV tiles like that; you'll need to either scale them down, or add geometry so the shells can be split into smaller pieces. Either way, you'll want to explore the UV Layout options (looks like you're using maya?) to distribute the shells…
Thanks for the feedback guys, I'll take a look at the spec/gloss values when I get home tonight. As far as the shells, I wanted to make some old style brass shells since I haven't seen anyone do that before. When I do the next texture version I will probably also make some paper shells as stoy79 mentioned, something like…
This is highly dependent on how you have unwrapped your base model. One situation that I would not use auto lightmap generation is when you have shells with overlapping uv's. Unreal's auto lightmap generation only does an auto-layout on the shells from the source channel. If you have shells which are overlapping it won't…
I use Maya default tools with sdv_xformuv. I only have two complaints with Maya's native tools the unfold/smooth uv's create shoe horns much worse roadkill, and there is still not an out of the box solution for unifying uv shells from source to target based on existing uv shell size. I end up unifying all the shells to a…
Yuck they remade it crystal chronicles style Do you mean: FF9 style? they piss off Square who will then move FF13 or whatever from PS3 to XBOX360. The XCircle sells like crap in a box in Japan and in the west it mostly sells to people who don't like FF and its ilk (or own a separate console for that), they'd lose millions…