Imo you could and should spend some more minutes on your uvmap. It looks quite distorted in some areas - especially the front wheel. The idea is mighty cool, though :poly136:
No no - lower polys is always good, as long as you can get away with it. Makes the model significantly easier to uvmap. I wish some of my first models had looked that good.
Floating geometry certainly make UV mapping a more complicated, but as to your question I would like to know as well. I do it but I'm no pro and amateur at best in uvmapping and texturing.
I think this looks really good, Daz Id like to know what would make the uvmapping more industry standard? should there be more tiling textures or shared texture spaces?
Gyrfal: yes, and a cubemap aswell. and some faked highlights. Im mixing it a bit depending on what looks good on what surface. Some stairs, a ventilation shaft, endless joy of uvmapping! :)
I get often those issues, even if the uvmap is perfectly clear, , the lp model is perfectly matching the high poly one , so I do not understand why I get those artefacts?
- Unskipable cutscenes and intro. - Obvious lazy uvmapping - Inconsistent texture resolutions - Goddamn fucking quicktime events. Worst shit EVER. - Not being able to save when/where I fucking want to.
Anyone get hardlocked video card failure freezes with Radeon HD5/6? It doesn't matter how complex the model is - it happened to me while I was uvmapping a lowpoly model on a 128x64 texture.