ok, here is initial concept: http://www.jasonchanart.com/gallery/2005/fanart/gnomes_big.jpg By Jason Chan, for World of Warcraft. And there is uvmapped model- next texturing. feel free to comment and critique that shit please, cheers!
my personal choice I would Disagree. I want to paint my models in 3D, and then get the barrings of where everything is on a uvmapping then do the details and what not
i would uvmap the highpoly, and render out an ao map without the floaters and then render out the aos for the floaters separately, and then bake the two like the normalmap to the lowpoly
I re uvmapped my textures and the seams are gone now. Can you tell me what PBR materials can i use for a car? I currently have some metal and roughness on the car.
Your UVmapping is silly. You've mapped both sides of everything separately when as far as I can tell the model is perfectly symmetrical. You could remap it and go 1024x1024 and still have plenty of detail.
Yeah, I was also just checking that thread. To me it looks like it can work, but there are many questions. As the others saying in the UVmap thread... Like how tangents would work, how to use with normalmaps etc.
This problem is related to your uving.Try tools/relax in the unwrap uvw editor, because those supportloops dont have proper uving.They are really close to each other on your uvmap, and this is why you get the stretching.