I rarely get any problems with split edges from Modo exported to UDK, really just an occasional pixel peeking through a seam here and there. Let's hope Luxology sorts out the FBX vertex normal problem with the next service pack. EDIT: Looks like they're working on the issue.
I would of made it on a 256x256 or even 256x128 to be fair, simply so it doesnt lose quality. A 254x105 would downsample badly :( Plus, its not exactly a huge leap in pixels for an SDK, really. I say just scale up to 256x128, or change the canvas to 256x128 and keep the correct aspect ratio.
uhm.. my biggest crit is that.. double resolution costs twice as much. I mean.. it's not some crazy badass resolution we're talking about here. going from 512 to 1024 costs double? I don't think people are actually paying per pixel.. they are paying for the work you put in.
Well I thought so too. I do not intend to be unexplorative. It seems though that no matter what I do, the crystalline nature, and the black pixel clumps exists in some form or another. It might be I just need to set it on its highest setting and go to bed to night and see if -that- helps.
but wouldnt the duplicate layer thing require the image to be more than just 8-Bits per channel? I mean that is what the "real" bloom is about, so that you actually get the "overbright" pixels (greater > 1), which wouldnt be there after clamping to 1.0 which regular 8 bit does.
1. did you weld the vertices? 2. are the planes on the same smoothing group? 3. did you nudge the islands in the lightmap UV a few pixels away from each other where they are split? (again the thing i posted a link to in your UC thread) 4. why is there a ngon on top?
You know your top right green part of the texture? you can use 10 pixels and it would not make a difference but you could use all that uv space to ur gun instead. And the green lighting is also just mirrored in the texture... Keep it up i love 40K also! :)
i think your modeling looks great but you should hit up tilable textures instead of all having all polygons have their own texture space. It will save you some time and your pixel density will increase while keeping your texture space low doing great!
use a 32 bit targa file. Max doesn't support alphas in a variety of model formats. It also has issues with the top and right pixels of an alpha texture with some formats (possibly all of them), and will always make them fully transparent, meaning tiling an alpha texture won't look right.
psp video 9 FTW! it's the best one i have ever used. http://www.pspvideo9.com/ it's got good resolutions and the file sizes are compacted right down, plus you can customize if your not to concerned about a stray pixel, or bubble in the audio, you can make the file smaller.