Great start. I do believe your allocating polys to things that don't need as much as they have. For example the screws and the barrel. This could be spent on some of idk.... Lens flair.... Good work mate, catch ya later.
Uh, ok well i suggested a fix for @Sythen but i added a link to my example code and the post is up for review XD I submitted a pull request on github though, i hope that helps resolve this issue.
You won't notice this when your model is viewed from a normal distance and textured. If it's meant to be seen from this distance then you should probably just use more geometry. Otherwise, you won't notice. Here is an example
This is example of one of my renderings: http://img827.imageshack.us/img827/5039/adamop.jpg And these two are exemples of what I would like to render: http://www.polycount.com/forum/showthread.php?t=72221 http://dl.dropbox.com/u/17188/fatman_final3_big.jpg
[ame] https://www.youtube.com/watch?v=6PlBFQhuBEE[/ame] This is an example of a previs. There is also a previs of this scene [ame]https://www.youtube.com/watch?v=nM7byUTrSZA[/ame] but I can't find it. It was similar quality to the above lord of the rings previs.
These 2d backgrounds don´t need to be one giant sprite. A tree for example can consist of a single trunk texture and a bunch of leaf textures. Then you deform the 2d geometry with some bone animation to have a moving tree.
Here's an old experiment of mine with scrolling UV's :) I'm fairly certain that I just used the Offset UV values of a Texture2D for this one. [ame=" https://www.youtube.com/watch?v=kiPn6orWwFg"]Animated UVs Example - YouTube[/ame]
hm ok i see what you mean... the only real point, why i put it there is, because i have to cover his back... do you think a metal plate for example would be a better choise?
Hey Landslide, do you have anything even remotely close to use as an example? I think your detailed description is pretty good to get an understanding of the talent you seek, but a picture says a thousand words afterall :)
Normal information can bake "crooked" if your UVs are distorted slightly (square UVs when they should be more trapezoidal, for example). Like everyone else is saying, always check it against your mesh before making conclusions.