Try to scale your UV islands evenly... Some parts (I suppose the door knob?) are very small on the lightmap layout, might be 1 or 2 pixels depending on your resolution. Also, you don't have to leave empty space around the edges of the map, lightmaps are clamped to 0-1 so no bleeding there.
yeah I always do like 64px padding, even on small textures, no real reason not to. More important than baker padding is making sure you have enough uv padding/spacing, enough space between the uv islands so your texture doesn't blend together when it mips down.
Man this is going to be detailed when its finished. Good stuff so far. My one complaint is that everything has the same color.. even on the emissives. Maybe an orangish type color for the floor and the same red you have there for the walls. I am just concerned about all of the colors blending in too much.
Hi Ilya, I used the 6 z-depth renders in Substance Designer with the scatter node and layered them with a variety of scales / rotations and 2d transform nodes until I was happy with the result. The hardest part was getting the stones to stand out individually and not blend together. In the end I had 18 layers of rocks.
If you used a similar method to what they used in arkham asylum game for Batmans cape. They used a rig for key poses and used cloth to blend between them. For your situation you could have it start at the open posethen when the box lands have a small animation to tilt it, then use physics to do the rest.
It still has to be lerped with the base texture, using an alpha channel. Unless you're doing only Add or Multiply or Subtract. But even then it's less expensive than a typical alpha blended or alpha tested floater. We have some info here. Check out the deferred rendering link. http://wiki.polycount.com/wiki/Decal
http://wiki.polycount.com/CategoryEnvironment in that you will find quite a few links and topics concerning what you want. of special interest might be the one from stefan morrell on modularity. to paint blending between different texture variations vertex is probably the most common one, but it isn't necessarily cheaper…
I understand what you mean but what you said...I do not understand lol So the bottom piece should be smooth as well? Especially your second statement... Wait hold on...You are saying i should use the 8-10 sided pipes else where on the gun to make it blend in more?
Thanks Isaiah, I'm gonna have another go at it I think, just a quick question. I've just had a look at some of your concept work, which is incredible, what brush/settings do you use to get that nicely blended oil kinda style? Notably on the big dude with the wooden club.
It has absolutely no sharp edges or even definition at all, just large, "smooth" shapes that blend into each other. When you're going the hipoly route you have to keep a detail level that is vastly higher than what you'd do with a lowpoly mesh. If that's supposed to be highpoly you're pimping this a week too early.