I understand. Thanks for the explanation . I'll redo my UV's & textures.
Well, in your case, your have not a lot to learn from me... my 300% was reach using the same method that you... 60% more only by placing piece differently and optimizing more some other pieces with repeating pattern ( need to already know how i will texture the model )...
The program I use, (3DCoat) has received some nice upgrade's that will improve other aspects as well.
I have buy it in Dec 2010 ( version 3.3 ) but have never use it until now...
In Aug 2010, i have buy UVLayout Pro v2.06 ( http://www.uvlayout.com/ ), a very useful tool ( but not cheap ) for people who hate the manual UV, mainly due to the 2 following feature :
- Auto Packing of UV shells to minimize wasted texture space
- Auto Stacking of similar shells for shared texture space usage
I use it only for organic shape because in case of organic shape, it is too much difficult and complex to control the streching level of the pieces...
Nice looking textures too by the way. Hey is that a small blue star for the blue sphere within the ring? Looks an awesome combination!
Well, it is only the beginning and in wings3D, you cannot see the effect from the light, bloom, specular, team color and normal map...
Since it is for a star war empire mod, i am almost limited to grey shade and metal panel for remain in the style from the other ship/structure...
And yes, it is a blue star... well, a remodeled one who is 600 tri and use a scaled rectangular UV... use the actual sins texture ( no memory increase ) and is called via particle who use the sun_fx shader ( will be emit light like a sins sun )... have already use the trick on a B5 Vorlon model ( http://3.bp.blogspot.com/_EpX6GUNLABE/S8WhwPvHX0I/AAAAAAAABJo/kqWsTyZZYA8/s1600/screenshot14c.png )... only way to have some real light and to spare memory ( need only a cl, no da needed since light, bloom, aura, etc are made via shader code )