Hay Daniel thanks for the reply. There is not way its an ngon issue because this mesh is being exported as fbx so naturaly every faces with more than three vertices is being triangulated. :S
You know, this can only be evened out if you bold the other circle in the opposite direction that would be vertically even. You were half right. So with that in mind here is my attempt:
I flipped it, and the result was still wrong - I assume that is because the barrel is vertical in the UVold.png? this is it flipped, it wouldn't cause the other problems tho: http://dl.dropbox.com/u/1483473/images/barrel/flipped.png
@sprunghunt Ohh I see, you're using the ls command for the condition. Thanks for writing that, it works great! Would you happen to know though why it doesn't work on control vertices in curves?
Is anybody playing with a HD 7970 with the latest crimson drivers(hotfix one). If yes then do you have any FPS drops or artifacts like screen tearing, horzontal/vertical lines etc.
Looks great :) I really wish that art test would state triangles or vertices...would make everything much easier, but if the budget is ambiguous, I would always assume they mean triangles.
Thanks for the tips! I'll try and clean it up a bit more tomorrow. The vertices around the holes were to avoid thin triangles, but I guess it might be better for performance to have less verts?
You could probably do with baking some AO to the vertices and also add a few decals, also the stones and wood still look quite noisy. Hope this helps - http://wiki.polycount.com/ModularMountAndBlade
Will the soften edge be transferred to unity 3d? Asking cos I am making a game and not animating for tv in maya. I do have merge vertices selected, yes. Always. thanks for the help.
Hey guys, anyone mind telling me what are some numbers in terms of textures sizes and vertices that will play nice with Skyrim? For example, the Elements, Giants and Mammoths would be good ballparks for me.