hey talbot its Arman :) i can see this image now :P anyways i like how it came out what i would do now is optimize the mail box and then uvmap and texture it.
Posting a picture of a kitten would have been the same useful as showing a picture of your uvmap...We don't see the issue so we can't guess the solution.
You can scale down those polygons on the uvmap so they don't take that much space. You won't see them anyways, so its not a problem if they are lowres.
be aware that vertex-count will be higher, due to the fact that when you have vertex-color,smoothing group or UVmap splits along edges, those vertices need to be duplicated.
Hi, This is my first attempt at UVmapping and painting a character. I would really appreciate some feedback. The character is a Cobra B.A.T from the 80's GI Joe series. Thanks!
All good advice... as Dii said there are lot's of things that people tend to focus on that they should not. My bad habbit is with uvmaps... I am far to detailed in trying to get them "perfect" when they don't always need to be.
To clarify I'm doing a x: -1 under the duplicate special option box. It flips the geo along with a -1 on the uvmap. I usually reversed the normals to make them blue but the texture still shows it being reversed.
That really depends. The uvw xform does it like that. The material editor scales it compared to the center of the uvmap. Anyways, if adding 0.025 fixes it, it definitely sounds like a precision issue to me and you should check out that checkbox.
Looks more like you don't have a proper lightmap in channel 1 (normally 0 is your texture, and 1 is lightmap/ao). You can try going into the model in UDK, and quickly generate another uvmap.