kosolapchik said:Ah, I see. Some of the cylinders could be straighter. ThanksFabi_G said:
Some borders seem almost aligned with the pixel raster, but not quite, many others seems more relaxed (didn't mark all islands in question, but hopefully it's clear. I find tube-like/ cylindrical shapes and strips are very fitting for this). Perhaps it comes across as nitpicky,but I think even when work-samples don't have LODs, it doesn't take much time during unwrapping and allows to show a habit of making assets "future-proof".
Here is a cool thread by @Neox on the topic: https://polycount.com/discussion/235489/uv-straightening-and-its-perks-on-lod-generation, with other users chiming with methods for other modeling apps.
This is why I like polycount!
A bit confused about when the undistorted ratio is more preferable over the straighten lines, though!


ATaylor96
I tried making a test trim sheet earlier, it seems to work okay with a few floating polygons for the trim details. Very low poly.Fabi_G said:Hi! Perhaps create an atlas of the front/ controls and planar project UVs. Extruded geometry used to detail closeup meshes could be mapped to some generic texture patches and removed for distance meshes. There was this thread recently, illustrating this on a flare gun handle.

Fabi_G

Fabi_G
Ashervisalis