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I seem to be have some similar issues to others with regard to UV seams and hard edges in the game engine.
My current workflow is model and animate in Maya 2011 export out as FBX open in Max 2010 (dont have much knowledge of) export out as MD5. The UVs are all laid out in one tile and are applied to one material with a normal, diffuse and spec map plugged in.
I'm working with an organic creature thats covered with a fur like texture. Ive tried to lay out the UVs with minimal seams while try to put the visible seams out of the way, under arms, legs etc. However there are still a few which are quite prominant.
Just wondered what would be the best method for me to would be in the setup Ive used.
Any help/guidance would be very much appreciated.
cheers
Wayne
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