Well it's less about that more about the insane amount of waste. UV mapping you need to think about efficiency, ease of texturing, and consistency across the object, level, character, etc. Efficiency is up there though.
who cares what the map looks like? - what does it look like in game? I'd just bevel the edges of the door myself. It's a cube - adding bevels will only increase the scene polycount by a tiny amount.
Amounts of color, value, shadows are always lost in photos to a certain degree. Plus life drawing usually consists of quicker sketches as well as longer ones so you train to see forms quicker and not the details.
so basically the industry has been handling the same amount of polygons in a scene for a few years now, but with new technology like this, and the stuff in the new id tech, textures will have basically no limit in detail. Interesting.
Similar plants clump together, plants don't often grow where there is total shade. If you are working in small numbers always try to use a odd amount and avoid visual patterns, and avoid even spacing.
That's cool Alex - but please keep feasibility in mind when making your decision. The amount of time some of us can realistically dedicate to this is a real issue - that's why I chose the Chinese courtyard; it's small and manageable :)
So I actually dropped the division level down a massive amount and spent more time focusing on the form of the tree. I simply used decimation master to achieve the low poly and here's the baked product.
Totally. That's why you could tone down the scratches at the busiest places and replace them partly with some mild grime so it would amount for the same chunk of visual information, just more logical and realistic.
I have an additional probleme with the Mirror tool, it seams it dosent mirror the influance perfectly, some times it seams to leave negligible amounts of weiting on one side but not on the other, which is more of an annoyance more then anything...
You can also use a layer to dial in the strength. You make your surface then before applying to mesh record a layer in tool palette and then there is a slider to increase or decrease amount. When happy bake it and move on :)