@Slayvin You're right in many point, but how I dont know how use the mixed textures (mirrored and not) in Blender uvmap, I did a unique uvmap for the model.
Sander thanks for the feedback. Are there nay good tutorials on creating a UVmap/texture like the house example you provided? I created a similar looking model but I am having a hard time figuring out how to uvmap so it can reuse certain parts of the texture without increasing the poly count. (like that tiny 32x32 texture…
it's a tank on a grass it's got bad uvmap on a pair of 32x32s just a 3dfart in 40 mins total, including the grass i couldn't turn off the bilinear filter in time.
Nice work Duncan, I'm digging the style and assymetry! I just recovered the file for this guy from an old backup. If anyones interested I could uvmap him and put up an SDK for people to play around with? He's around 1300 triangles without his equipment and 1500 with.
The game is using a single color palette texture for everything(its like vertex colors bu easier to manage)I was experimenting with how much detail I could add with just geometry and colors. Im not too happy with it, and it takes almost as long as UVmapping, so I'll have to come up with something else