Yes, it's as most things a decision you have to make in each case and look at the advantages and disadvantages. But you'll be surprised probably how much you can bend objects while having a straight UV shell. The closer to the center of a circle the walkway is the more likely you'll get stretching on the inner side, but…
Have my Smoothing Groups be attached to every single UV Shell? So for example: When the Pumpgrip is Cylindrical Mapped, then i only have to mark the "Cylindrical" Part of the Pump Grip and ad a Smoothing Group to him, as example Nr.1 So 1 UV Shell, 1 Smoothing Group? Edit: @Wiki: I think i understand you, just don´t know…
Just thought I could do a little paint over to help you out; its just a few proportion flaws :) Its my first paint over but I hope itll help http://gifmaker.me/PlayGIFAnimation.php?folder=2013112706nBiS6J92TESRiNCAkyz44g&file=output_uxhO0p.gif Now tell me how you made those hair shells :) did you just make planes, shell…
^This However, the texture could also be mipping badly - if you are using a black background on your diffuse and you have no edge padding/dilation on your UV shells then you'll get this error. At a lower mip level, what's happening is the black background is bleeding into & being sampled by the UV shell because the texture…
I think I would have the knowledge on how to script it but I don't understand fully what you want. Once you isolated (I assume through selection) only the shells that are within the 1-1 area - what are you going to do then? Looping through the UV shells and determining if their bounds are within 1-1 is easy - but I don't…
it's not even the lack of gloss that bothers me specifically, it's just the lack of crispness and color definition in this dude that just "bugs" me (ha-ha-h..... :\ ) Right now it's very noisy and kinda blurry, and there really isn't anything to focus on. It's just all kinda "meh" as a blob of color. I'm sure you can get…
@Mark, my initial approach was with Sweep mod as it have multiple advantages as you stated above. So far this workflow worked for me. @poopipe That's what I'm wondering, I do not want to bring UE to it's knees only due excessive draw call count so I'll be definitively looking into ways how to attach as much meshes as I can…
Well.. I can't be sure if I got it right, but.. this seems to be a really bad workflow. If you have given this top ice cream lid its own uv shell, then you can rotate it instead of the mesh itself. You can also apply different materials to different uv shells. Personally, I wouldn't mess up with uv layout after having set…
ok but the risk on doing the same texel density for every objects in my case is that i will have a perfect texture for the desk and fuzzy textures for others object because if i take the texel density of the desk for example and i use it for the other props , the uv shell of these became very small and if i do the…
I've seen much, much worse But. The basic steps to make the layout better are to straighten the angled shells so they run either horizontally or vertically and overlap any shells that don't need unique information It's possible that texel density is a little uneven - can't really tell on my phone. Also, it looks like you…