I would look at if you really need multiple textures if they are just down-sampled versions of the original. If the UV layout changed between LODs then use the different textures, but otherwise I would stick with a single texture with mips.
A big question plz: How do you deal with UV's? Do you retopo from scratch? If yes, how do you uv the low poly and high one? Don't they need to have the same uv layout?
hmm seems like ur normals are splitting based on ur UV clustures. Either way post some nomral map pic and ur UV layout pic so we can better see what is wrong.
Thanks a lot Alismuffin! Something else to throw in for today - I did the pencil drawing for this way back when, in my second year of a College for a layout assignment. Recently, a friend requested a colour version as a present, and lo, the result!:
Thanks for all of the great feedback! I twiddled around with some color schemes/layouts based on your suggestions. Which do you prefer? Or maybe there's a solution I haven't fleshed out here. Thanks in advance everyone.
There's no reason to use images like this: I'm also not fond of you using images for paragraphs of text, the fonts you chose (don't need as many and they kinda clash) nor the header image thing. Layout is pretty good though.
Thanks. :D that entire level is getting scrapped and redone tho. XD it will maintain the same style tho, we just want to vary up the layout a bit more. mostly inspired by brink and mass effect 2. :D
Spacing looks even to me? Am I missing something? Judging by the page source, it's auto spaced by the table layout with a 5 pixel width. Lovely work man, a real pleasure to look at. Good luck with the job hunting!
looks really good danny. i really like the asian forest. in addition to what firecracker said, you may want to show some of your UV/texture layouts for some assets.. definitely for the houses that youve got.
Apart from the highly inefficient texture layout it's moving the right direction. Maybe you could use some stacking to make a better use of your textures. You'll also save time later with diffuse and spec texturing.