Thanks for the comments on the model. I made it a few years ago for a modeling competition.
You had to design something original so I based it on a theory about celtic crosses actually being
a navigation device like an astrolabe. Since I am no artist I stuck to non organic, kept it simple
and made use of normal and the bump mesh feature for the base. The PBR makes it look better then
ever. I should actually design a game where you have to navigate using it.LOL
The reason I used this old model was because I already had the UV and normal maps done.
I need to test 3D Coat to see if I could keep my original normal maps which were on separate
UV maps. Surprisingly I was able to completely re UV map the model while keeping the normal
mapping and combine them all on the one UV chart. The more I use 3D Coat The better I like it.
I should probably make a video on how I did this for those wanting to update old models to PBR.
Quote: "If you zoomin in sketchfab you also get the poly lines in the center see screenshot, but they are for some reason more visible in GG."
Yes, I now realize they were more visible in GG because I had scaled the model up in GG.
I have solved this problem by increasing the padding from 1 to 6 of the uv maps upon export from 3D Coat.
I wonder if it should be more then 6 padding? I will have to keep this in mind when UV mapping so I leave
enough room between the uv islands. So this is not GG's fault. I have attached a screen shot from GG.
I have also updated the textures on Sketchfab.
I thought I had one mesh over another on the base but I was mistaken, so I do not
think its a z depth problem. Also there is no flicker. This model has 35,000 polygons so maybe it is a little
much for GG. It was originally created for rendering and not game engine optimization. It does not show in Sketchfab
so maybe it is a normal error in the dbo file. Preben I will email it to you for testing.
The coffee is lovely dark and deep,and I have code to write before I sleep.