Finished the normal map and AO today. Brought it into Marmoset as well as UDK to verify and everything looked great, so it's onto texturing. Rendered in Marmoset with AO in the Diffuse and normal mapped. AO Normal Map
There are a couple practical reasons for the uv layout. 1. Hard edges. Pretty much anywhere I had to put a hard edge to fix shading issues, I had to split the uv shells. It was a balancing act deciding where I wanted to split the shells and where I wanted to keep the seam for texturing. As you know, if you have a softened…