Hello, [MENTION=8] [/MENTION]
Such a helpful stream i learned a lot!
I have couple of questions and i will glad if someone answer me Why some actors have bigger uv shells after merging ? For example i attend to merge 5 objects and they have fair big uv shells, but when i merge single object like in my case SM_Couch_1seat the uv shells are small. Is there a variant that i can control how big my uv shells will be after merge actor ? I’ve tried use texture binning option but doesn’t improve the result.
Also i take a look at SM_DeskLamp model and i wonder why UV channel 0 have overlapping uv’s? Is there a any purpose of doing that? It seems that the uv’s for the top and the bottom of the lamp overlap each other, and from what ive seen its totally fine.
Have a nice day :)!