I have been working on this gun for a while maybe a few weeks. I started off just blocking it all off making all the different parts seperate. Then I started trying to merge them all together. It may be obvious which pieces are still very unattached.
The 2048X you posted was obviously his budget and each sheet is merely fit onto one final sheet for presentation purposes. Definitely use many sheets, don't worry about an exact budget. Certainly make sure your texel density is nice and even. Good luck!
Yeah getting good results out of dynamesh sub can be difficult...all I can say is save often, really. And for some reason it likes it better if your main mesh is dynamesh, and your sub mesh is polygonal and not dynamesh yet so that it converts it when you merge.
Experiment with each of the nodes, helps to learn what they do. Agree with what musashidan said. If you're following a tutorial to the letter, you're missing the point. Tutes are merely an intro to something. Probably the best way to follow a tutorial is to stop now and then and putter around, try all the buttons out.
Yea this problem is mind-boggling, used to have it back when I used Maya. I know I sometimes use to be able to reopen the file, split all the verts and then merge them, and that would stop them from moving back. It only worked some of the time though.
No fancy workarounds that I know of - I merely do what was previously mentioned, which is paint in a 1:1 map, using the largest dimension of the 2:1 map for the size. Then after I'm done, throw it into PS and scale it to half the vertical size to get back to 2:1.
if that is a 3d plane, remove it and try it that way, also if need be you can always create a separate mesh extending to where you need it and then merge the two. As a third option I suppose you could also grab the snake hook brush and pull that around, dynameshing when needed.
Just for record, the issue was an extra vertice. Strangely, in Maya i'm able to add paint weight anyways and he doesn't bother me. Seems that Marmoset reads it differently and creates a zero paint weight for it. I merged the extra vertice, transfered the paint weight and shazam, the problem was gone.
As a test for me can you do this: Go to Mesh Display > Set Vertex Normal (Options) In the options go to Edit > Reset then apply it. If the mesh goes black, re-open it and change the X value to -1 and apply it again. If it works, perform a merge vertex command and delete history.
You mean in their final posts? That's really not how they're texturing the scene though, that's just for show. If they had a 2048x2048 texture odds are it was broken up into multiple 512x512 textures and the like. When they show off the the texture sheets, they're just merging all of the textures in Photoshop into a single…