I'll be honest, if it was me, I would probably uv the front of that door into one uv planar shell. Not really necessary to split face by face like you did. Makes it a pain to texture.
It looks cool but the armour seems impractical. It's more like enhanced shell than armour that is attached to the body. It's too segmented to be read as a suit; particularily in the mid section and crotch.] Good luck with the rest.
GameTrailers staff never reads the feedback in the comment sections. They don't even have a proper anti-spam filter set in place. The most they do is read about said comments if they spill into the forums.
i meant to see your UVlayout with the texture. padding adds a border around the edges of UV shells when baking the texture and helps with mipmapping artifacts which could be causing your issue.
Hey Paul, is there a reason why you pixelate some of the outside edges of your textures (outside edges of your UV shells). Are they acting as base colour swabs? Really great work man!
its hard to tell from the screengrab but the since the error messages say there's shells spanning multiple UDIMs I'd say that's what the problem is - might be worth adding a little padding on each tile
@jewski-bot, Hi! It seems to be normal map bake issue, when you have a difference smothing groups on these polygons, but UV's shells of this polygons are not splited. If you split it - there will be no visible seam on the model.
Looks like it shoots 2 things. There's a fairly large barrel which I assume shoots shotgun shells or flak or grenades, and there's a jet which likely is something like a more precise flamethrower.
you need some more materials imo, the plain bone makes it seam too simple, maybe some black shell type material or dark oily sections to keep the organic feel