Is there a reason you're unwraping the highpoly? Typicaly you use UV channel 1 on the lowpoly for all your textures. *Typically* highpoly uvs aren't necessary, unless you want to apply textures to it for a render or something like that. Generally you'll want UV seems out of sight from the players first person view. In my…
Hi there! I need to represent a syringe movement. In other words i have a gameobject that represents the syringe shell as a rigidbody, and onther gameobject representing the plunger also as a rigidbody and with a configurable joint connected to the shell. I defined the xmotion as limited and all the other motions as…
Looks good I like that he has a pronounced nose. I like the raised scarring on his skin in contrast to the battle damage of the shell. I think the mapping of the shell should be different than other items. Right now it has a leathery feel very much like his belt. Also the shell is more cartoony than everything else. It has…
EQ I think I might try putting a couple uv cuts where the threading is and see how that bakes out, will their be normal map seams if I start cutting and adding more uv shells?. How much of a pixel gap do you usually use between uv shells and do you find the texture resolution affects how much of a gap between shells you…