Hi! I would try turning on "Use Full Precision UVs" for the mesh in the static mesh editor in Unreal. By default static meshes use half precision UVs to save memory. Edit: Unrelated, if you re-use UV space for mirrored/repeating elements you can increase texel density, meaning less jagged edges. Could use a second UV…
Another concept by the amazing Emmerson Tung. The spider tankhead Heikegani. I'm working on both version. This is the mid poly with decals. Any critiques and feedback welcome
Both of you are quite correct. In fact we did use many extra edgeloops to help avoid seams in the normal maps, and a great deal of the UVW mapping is done with as few seams as possible. This DOES create some stretching but this is irrelevant to the normal maps, and since this is TF2, the diffuse maps can be so simple it's…
Something not mentioned here is that you'd probably be forming a single-member LLC--which gives you the liability protection of an LLC, but is still considered a "disregarded entity", taxwise. If I remember correctly you don't actually "have" to be as compartmentalized as you seem to suggest (email/URL isn't needed, the…