Oh one more thing, my uvs are sliced in two indentical shells and stacked on top of each others for Uv map optimisation, i do believe that could be a critical information
Today I worked on the street and sidewalk! Tiles pretty well, and with the more intense post processing I am probably going to go for, looks swell. At least I think so.
cryengine is good and their new subscription plan is not bad at all, its just Epic dropped this shell in a really good way it sets the new bar that a lot of us will never look aside of it.
I think you're hosed if ur highpoly is gone. Just move the pieces in photoshop with smartobjects so you only have to do it with one map but don't rotate your shells.
Cool. Thank you for the link! I will give that a try :) EDIT: Went ahead and did the "add" trick and it worked pretty swell. Close enough to the look I was going for. Thanks again!
I am willing to pay. Just not sure if people are out there haha. Also, your icon, big toothy smile, or upside down egg shell with two eyes... hmmm....hmmm....
WOW!! I have to show this to my coworkers. They always mock me for spending alot time and thought on squeezing the UV shells together perfectly. But you took it to a whole nother level.
That's perfectly fine. Just remember that if you are also to do a lightmap then those two shells have to occupy individual spaces on the second UV map (thats how lightmaps are done in UDK)
You can also unwrap half, apply the symmetry modifier to the mesh. That will get you UV's that perfectly overlap. Then if you need to, you can flip and weld one of the overlapping shells.