Projects - Project title -- Sub-project title --- Object name (meshes in here) ---- Ref ---- Textures So texture path example would be: Projects/GameMod01/Level01/Tree01/Textures
I'd say it depends on a lot of things...Texture budget, detail continuity (you don't want to break apart two polys that have for example a line that crosses through them)...
another example in realtime. [ame=" https://www.youtube.com/watch?v=EF7uAXenlAA"]Crysis 3 - Powered by CryEngine 3 Tech Demo (3D 720p, HD 1080p) - YouTube[/ame]
Yeah, the nudge thing is a classic :) . Unfortunately it doesn't always work... and when it does, it usually only works to a certain extent. "shooting an edge on the face in question will solve this" Got an example?
Thanks a lot for the tutorial. I have a question about texture atlas padding for mip-map. How should that be handled? I do not see any padding in your example.
Depends on the target hardware though. Normal maps are sometimes better for a mobile game than a high vertex count. A nice example of what's possible. http://karolmiklas.com/gallery_2.html
I don't think they make them for the simple reason that it's impossible to put a jacket on a t-posed mannequin. As an example, try putting on your coat with your arms in a t-pose....:)
I like this very much, maybe you could make the center of the shield more interesting for example the sphere in the middle to pop more or maybe some intricate designs around it.