[R-DEV]Rhino wrote:That's a lot of wasted space and hardly any stitching... Getting your UV right is really important to getting your model looking as good as possible as well as optimized as possible.
I would also recommend you UV your glass and any other transparent materials to their own sheet, will save on memory.
I'll look into that as well then.
I'm not sure which parts of the UV 'll be able to stitch without getting further distortions on the texture, but I'll see what I can do.
I've found a few problems with my refs too, so I'm going back ~200 saves and fixing a bunch of stuff before UVing the model all over again...
I rushed a lot of areas and I think I should go back and take my time
Forgot to mention: the model is 3,844 tris. I converted it to a patch when I saved it as an obj so that 'polycount' is accurate.