Thanks man, I want to try bevel with weighted normal for geometry, parts of the bridge are quite large and texel density is not enough for baked normal map.
Not sure what the answer is here but I thought id share this video on texel density. It was the first explanation that made it click for me https://youtu.be/5e6zvJqVqlA
Tileables, trim sheets and you can probably pack unique stuff into another map. Maintain a consistent texel density and pay attention to the scale of details
Texel density between the stock, mag, and the rest of the gun is wack, not sure if intentional. Hope it all bakes out well, stock and mag look sexy! :)
It all comes down to texturesize and texel density, would you mind sharing a screen of your model and the parts where it doesnt look as crisp as it should?
Hello, Just a small question about 3dsmax. I've just unwrapped several meshes that together form a gasmask helmet. I then applied a uv unwrap modifier to all meshes at the same time so i can put them all in the same 0-1 uv space without overlapping. An option to quickly get all of the meshes to more or less the same texel…