@Paul: Yes, I know about UV spacing. But I baked all the lighting for the first presentation on SF, so I needed an unique mapping for all the polygons.
Cool! I'll send an email in a moment. What are the requirements for the character? Polygon count, Map resolution, does it require normal maps, is the face going to be animated as well? etc.
Finished the low poly model and textures for Surveillance Camera. 1804 tris maybe some of the polygons i could arrange better :poly122: Critiques and comments are welcomed. :D
This should definitely not break your uv apart maybe from the polygons directly contiguous to the weld. Did you collapse the stack on your mesh before merging the vertices ?
Though this thread is aimed at textures mostly, don't forget to think about the mesh. That shield is very inefficient with regards to the silhouette - the dome gets far too many polygons.
What Jimmy said :) His texture source seems to resemble a square, while the polygon segments are more rectangle like. This should mean he has stretching going on.
don't try to make furniture that lends itself well to normal maps. Boxes are incredibly uninteresting. Pick stuff with awesome silhouettes! polygons are people too! Use them!
To start with, this appears to be a 5 sided polygon. So that probably isn't helping. To answer your question, I think you just need more supporting edge loops.
Did you leave any holes in the muzzles (EI: parts which player won't see = deleted polygons) or was it all capped for engine/performance reasons like UDK?