This is an axe model for a zombie type game. The model is a combination of my two references. This is my first post, so I hope it's format and everything is alright Reference: Model:
He means shading it on the diffuse I imagine, i.e. where your edges meet, usually you do little tricks, like scratches, or highlights, something to exagerate the edge more. To be honest with you, I don't see a problem with the chamfers. However, I think its pointless to add such detail when the blade still has so few…
i would also like to add that in alot of console engines this would add draw cost when not needed, keeping your texel density consistent helps majorly when dealing with pixel draw overheads, also often just makes lower res stuff look worse in comparison a consistent lower res can look better than an an in-consitant but…
Why did you give the bolts 4x as much uv space as they needed? I know sometimes its ok to do that for areas you want to push the detail in, but on this I cant see a need. Also, I agree on mirror UV's where possible. You could easily halve the uv space on this.
By the look of your screen shot from unreal im not sure if you did this or not but when you import your textures don't forget you can set LODGroup to TEXTUREGROUP_Weapon and then you will loss very little texture res for when you want to take screen shots. Another trick is sometime set it to TEXTUREGROUP_Skybox which im…
Thank you for the help!! I'll try to use the uv space better - for the bolts, I wasn't sure how to get the shape right without all that geometry? Also, I'm not really sure what Asteric means by shading it to look like chamfers?