Thanks for the response passerby. I know that it repeats passed the edges, but as it has a constrained number of textures files, it would need to fit in with the rest of the objects on the same sheet. So it would not work as it would tile the rest of the objects on the uv map. At least that is what i think..
Installed...UV slowdown is still there for me when I click off the object or click on editable poly below it in the stack. Although I think it might be a bit faster than before... I wanna say drawing objects into the screen seems slower now too?
One other issue is UDK's built in self shadowing. Try placing your object in a map with your shader on it to ensure how it looks. IIRC the material viewport shadows the object even when its a custom type, so you may not be seeing accurate results.
You, or the people viewing your art test might get some heavy performance problems with a 150-object scene with shaders applied to everything. A high number of objects is a real performance killer in Max, combining them might make things a lot smoother to work with.
Turn the cage off entirely. See how that bakes. Also, if you are using Mental Ray to bake normals, it tends to dislike objects that are right on top of each other and occasionally requires you to use a very subtle Push modifier on either of the objects. (The low or the high)
i'd suggest integrating the watermark into ur scene. ie. its a 3d object that gets reflected, casts shadows, and is fairly close to other objects in the scene. as mentioned, no watermark is fool-proof, but i figure this to be one way to make it annoying to try and get rid of a watermark?
thanks for the feedback, im gonna re-unwrap this thing after i fix the edgeloops and stuff this weekend. the green object is actually a separate object not attached to the model itself. I'm gonna do some of the revision suggestions and repost with some updated work hopefully by the weekend.
ya the painting normals, and being able to use a object to attract or repell the normals in a certain radius would be very usefull. especially if it worked on the objects volume, so i could say import in level geometry and have it slightly repell the normals.
I use blender and this is how I do it. I export the object from sculptris. Then import to blender and make or adjust the lowpoly polymodel I previously made, then uvmap it. To bake the normal map, in object mode, shift+select the highpoly and then the lowpoly.
Utilties tab (little hammer) > Reset Xform, collaspe your stack. The bounding box actually isn't messed up. The object was rotated in object mode and then again in Element mode, which is what makes the bounding box look all wonky.