I've had a lot of my play lately, hadn't hadtime to get back to this. Oh and I did get your pm as I was putting this together. Yeap, seeing this layout the scope is out of the range of assets created. To keep things short, you've got a big ass room and not enough art to fill it. It's fun to dream about huge team maps, but…
List of changes: - Created tilling roof, grass and dirt textures - Unwrapped the ground mesh seamlessly by using multiple UV channels blending them via vertex colour Screenshots: Description of the progress: Ground mesh: Getting seamless results was quite easy with this type of a mesh. I have started by unwrapping its 3rd…
If your needs are not simple and you actually have to re-order "every" vert's order to match another model whose vertex size is the same ( and is essentially the same model. Tho I suppose the following is valid for any "UV matchable area" ) Chances are you have committed to UV layouts already and have turned on the…
I agree with cryrid, the UV layout isn't helping at all. It's wasting space and wasting pixels. You could make a few adjustments, straighten some pieces out and utilize more pixels. There is way too much lighting, highlights and shadows in the diffuse material. The diffuse is just color information with hints of lighting…