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UVW Unwrap question


Shnappz

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:psyduck:

 

I know there is a tutorial section coming, but i have a question that i'd like to ask RE UVW Unwrapping:

 

If you have a tank with multiple objects (chassis, turret, Barrell etc) do you UVW unwrap each one seperately? Or do you some how combine them all into one unwrap?

 

If so how do you do that?

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Hello Moonsense,

 

Yeah i did the actual unwrap, i guess i'm just wondering what the best practises are...

 

I'll wait for the tutorial section to be opened to the public...

 

How long will that be may i ask? :)

Edited by Shnappz
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Order of importance for UVs:

1. Texel density for the model should be uniform with the exception of the rarely-seen parts of the model, such as parts hidden away in cracks or crevices, the underside of the chassis (if wheeled/tracked and low to the ground like a normal vehicle). Those parts should be scaled down significantly compared to the rest of the vehicle. Small pieces that are visible should have their texel density increased for painting details that would otherwise become muddied.

 

2. Mirror components that don't require unique UVs, such as tiny pieces that don't have readily identifiable decals on them. Anything with text that isn't reversible should be unique and not mirrored, the same goes for other features of that nature.

 

3. Ensure there's minimal stretching and distortion unless stretching/distortion would assist with the look of the model (e.g. grunged up sections don't always require perfect UV islands)

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the only hard part for me in unwraping(or lets say texturing) is when i have done size changes regarding to aircraftkillers Texel density point. for example using a camo texture and having the right size for each part... lets just say having a seamless camo texture without size differences. because i an to use one camo texture overlayed on the whole texture, instead cloning the camo texture a few times and adjusting it for each part :S

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