I tried to understand what your question was, and created a low poly "cage" for you to consider for your modeling approach. The Blue line is the border of the illustration, while the red is the cage for the low poly mesh, and the green lines are the tri layouts. I hope it makes sense. For image, please see my following…
As everyone has said, this thread is massive amounts of awe-inspiring and I would LOVE to get some better workflow techniques for planning this sort of texture reuse as well as tools and/or techniques to assist in UV layout. I wish Unity or CryEngine had tools like the UDK material editor to do stuff like this.
I'm glad I caught this thread before it slipped to page 2. I love the buildings, very nice layout and shapes. You've definitely got a good exotic urban vibe going on. That tuk tuk (3 wheeled car thingy) is great. I look forward to seeing more of this scene, keep it up :)
For polypainting you do not need a UV layout, for the painting itself you paint directly to the high-res mesh. Is this in Zbrush? If you are trying to import a texture in Zbrush keep in mind that Zbrush flips the texture vertically. If you really are polypainting to a high-poly mesh and those things are happening then I'm…
As part of my collage course I must make a Flash game and this is the layout design do far (I designed it all beside the floor and the trees, will be doing them my self aging) The art style for the game is pixel art as you will see. [IMG][/img] [IMG][/img] [IMG][/img] [IMG][/img]
Post your UV layout, preferably with some sort of color grid for reference. It looks like you're trying to make the edges of your chair seamless, which usually results in normal seams when baking. I'm not sure what you're using, but for even UV island spacing I use TexTools for blender.
ya no problem with that, just assign the same material and texture to all the objects, you really olny need to mess with uv sets in casses where a object needs 2 uv layouts such as one for it;s textures and one for lightmaps. in your case 1 uv set per object, and one material for all objects.
Try to scale your UV islands evenly... Some parts (I suppose the door knob?) are very small on the lightmap layout, might be 1 or 2 pixels depending on your resolution. Also, you don't have to leave empty space around the edges of the map, lightmaps are clamped to 0-1 so no bleeding there.
Haha yeah, you build a complex model and it hits home when you have the UVs to layout. At least there are some great plug-ins/ software to speed it up somewhat. UV's look nicely packed, did Unfold help a bit with that at all as a starting point? I've read on forums etc. that it's good software.
Great work as usual Malcolm. Just wish I could view most of it. Your host server is incredibly slow, even on the massive pipe we have here at work. Other than that, no complains. Layout is super simple, but it works for what you need. Also, as KP mentioned, a page name would be nice