Having uvs backwards shouldn't be an issue in TB, especially TB2 where we added a bunch of UV improvements. If it is, get me an example mesh and I will bug log it. =D
I intentionally wiped out the lightmaps to make the example shot look even shittier. :p And I just realized I should have posted this in the UDK subsection. Oops!
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....:)