I moved your thread from Tech Talk to the Unreal Engine section. Yes you can have more than 2 UV sets. For example: https://forums.unrealengine.com/showthread.php?49503-Materials-UV-Channels-and-maps However I believe the vertex count of each model will increase, which is generally frowned upon when making a real game,…
While this is a nice idea, I think it doesn't read quite as well in a static image. It would work fantastically in an animation if you could show a character touching a surface and having information displayed at their fingertips. Maybe make a specific material that works as a display? Instead of having a traiditional…
This isn't something that you will want to fix for this asset, but you have a major problem going on here. Simply put, you've modeled everything much too litterally, and you're not letting the normal map do much work here. Almost all of your shapes are actually modeled out in the lowpoly, which means you're using much more…
Here's the school I teach at: http://www.champlain.edu/current-students/financial-aid-and-student-accounts/student-accounts-and-payment-options/undergraduate-tuition-and-fees $37,436 per year (4 year degree program). CalArts is $43,400 per year. RISD is $45,840 per year Parsons is $49,200 Are my estimates really that far…
imo a sphere makes you do all the work and remember the shapes/proportions better. i did a livestream recently where i made a torsostudy from a sphere, maybe it helps you a bit to see how i approach it http://www.livestream.com/polydrawer/video?clipId=pla_9e12f93b-7f88-49ff-b39d-cebf2e7041a2
Like I'm not just trying to get a lightmap, I want to do a megatexture of some sort where I unwrap this whole set piect, then subdivide and add more detail and re-bake? This will also export to unity as 1 piece instead of 496 modulars - or 12 batched. Someone has to have some knowledge of this and best methods. For example…