

There is little point to spreading a UV Map over each slat separately it will reduce your quality and nobody will really notice. If those slats are for the ground I would also remove the bottom face to save even more polys and further increase your UV resolution as a result. One material required and will be higher resolution. Then just link it all together before upload using the same UVs to reduce textures. That object you can uvmap one of the slats then copy and paste it. Inworld with "natural" lighting and no post processingġ. Note that I tinted the metal some after getting inworld to give the item an older - used look.

So many things to work out along the way.

You can mitigate that somewhat by choosing textures that seem to look more crisp than they actually are. And the bigger the object is the more the "not crystal clear" texture shows up. ALSO how the object looks inworld when upload and seen through the viewer is very much related to your Windlight (or EEP) setting. So I suggest finding a middle ground where you can be OK with your textures and not crash some users computers :D. That giant texture count is one of the main problems folks have with their viewers because their computers can't keep up. You can inspect some of those items and see the texture count. In order to get those picture perfect textures that you see on some Home and Garden items people use MANY MANY - oh so many textures on a single model.
#C4d bake texture software
but when I take it to SL, the texture is lower in the modelĪlong with Charolette's ideas which will hopefully help, you need to know that on large objects especially your model will nearly ALWAYS look much better within the software when looking at render mode. I threw the roast on top of the new document. I baked it in good quality, put it at 4096x4096, took it to photoshop, and created a 2048x2048 document.
