maybe in some way the geometry of the final parts could help to hide this, or some uniform tesselation size might make this less...obvious...

I've nearly finished simple UV for all the parts so I can give them a simple texture bake, theres no real point optimizing the uv at this stage as the geom is not essential. Still I thought it was worth doing so that we can get a real look at lighting issues...

I will get a handful of them into the engine by brute force just to have a look...


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