Cryrid, thanks for the reply. If I do it the way you have suggested and then export the maps to max, will it retain the tiled information or will it consider the whole polygroup as polypaint when the uv layout is complete?
even fake, that looks pretty cool. If they worked on the ergonomics and had good haptic feedback, that'd actually be quite genius. Devs could essentially make the button layout themselves for games.
so : http://achmedthesnake.com/ = bad for job prospects/shit layout? (not to derail..) and I totally agree with avoiding flash - the thumbnail rollovers in my site were done with simple css/html..
that elise skin is beautiful striker <3 It's nothing craze, tbh it's a pretty crappy uv layout, lot of empty space, but i didn't want to lose more then 10min doing the uv.
Patterns are much easier to paint in 2D software. Bring your uv layout into Photoshop, and paint it there. Or you could use 3DCoat where you can paint in both 3D and 2D
I think I agree with Autocon. It's sweet but the layout's a lot busier now and there's a lot of extra noise in the texture. I really miss some of the color too, it's pretty monotone now.
The problem was solved. Flipped and overlapped faces in the UV layout and geometry. The weapon is almost finished. Here are some snapshots of the wireframe and polycount. Two more with normals map and ambient occlusion applied.
Being a layout artist is more about composition, lighting and budgets. Can you make a test map at work, use their assets and make up a cool map in your spare time?