This is what we’re being forced to do, and why I keep pushing for this. The problem is that it’s a waste of time, money, results in a character that performs worse than if it were just one mesh, and has worse uv area coverage. I’m paying 3d artists by the hour, and I feel ridiculous asking them to separate the uv maps for a single character into a 4x4 grid of mesh pieces. This also results in very slight seams between the meshes, which becomes noticeable as you get further from the origin. This is simply a huge inefficiency for my team and it’s frustrating for everyone; I need to decide if we should cut up our models now and regret it when this limitation is fixed, or create models with reasonable uv layouts now but have the game’s dragons look like potatoes for the foreseeable future.
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