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I took a screenshot of the asset in question. Take a look at the curved cylinder with the broken UVs next to the kneeling soldier. My first thought was that the 3D artist simply made a mistake unwrapping the curved cylinder, but this got me thinking about something else: level optimization.

Hear me out. You see, this curved ventilation cylinder is an asset that appears in the Refinery level many times over with the same texture, but the fact this one in particular has a broken UV map leads me to believe that the level designers did not reference this asset when building the map.

If that is the case then my question is: did the level designers not use asset (or texture) referencing at all when building the levels? This is okay if you're just making a portfolio piece that isn't playable, but for a big game level asset and texture referencing is a must.