Disproportionate Texture Map Allocation When Merging Materials

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By adhdchris - Last Year
Why is it that when I export a character with InstaLOD Merge Material function the least visible meshes such as eyes, teeth, and tongue take up the most space in the texture map? The texture of one eyeball is more than twice the size of the whole face, which is the most important part of the character but ends up looking the worst.
Can you guys change the merge logic to account for the mesh size proportions or at least add a feature to assign priority groups to child meshes because the way merging works right now just doesn't make sense?