I believe this is quite an amateur question in the world of next gen (more like current gen really, at this point) hard surface modeling. I'm constantly being confused with this because of the fact that I constantly fail at it yet see many others do the same thing and it will work perfectly. Here's what I'm talking about.
Supposedly you're not supposed to stitch together UV shells if they're using different smoothing groups. But I've seen plenty of models, models with baked normal maps, where 90 degree edges are stitched together in the UVs with different smoothing groups on either side. How do I do this?
For example, look at my model here, a Deagle, in conjunction with its UVs.
Because the sides are using different smoothing groups than the top, should I seperate the sides from the UV shell? Because I really want them stitched together to make the map much easier to use and more seamless, etc. But the fact that they have different smoothing groups throws me off track.
Can someone clear this up for me?
Replies
^ Amazing thread by EarthQuake that compares methods.
Perhaps it will help if you think about it this way: Don't set your UV islands based on the smoothing groups, but set your smoothing groups based on your UV islands.
So, stitch that together and set smoothing groups by uv islands - your low poly will now look like shit but baking out a nm with a cage will sort that out. Obviously EQ's thread explains all the details, so definitely read through that.