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This is my first thread so I will start by saying hi... hello!
[FONT="]I am currently modelling a traveling caravan in Softimage. It is made of wood and a little run down. I have modelled the main body of the caravan, unwrapped the model and began texturing. However I am not happy with the process so far. The model could be unwrapped more efficiently and make better use of UV space and I could greatly reduce the size of the texture by doing this. I already have some improvements in mind as you can see in one of my images but I am looking for further advice. [/FONT]
[FONT="]Any comments, suggestions, constructive criticism, would be greatly appreciated. [/FONT]
[FONT="]I will quickly add that I am currently using basic lighting, the model will receive further improvements and the textures are not final. Dirt, scratches, moss etc. will be added but at this stage I plan to start from scratch and focus more or an efficient unwrap.[/FONT]
Below is a quick preview of the model at the current stage.Texture sheet and improvement ideas.
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Replies
the unwrap used for tiling textures is completely different from what you have so far, but you have already thought of some things that point in the direction, e.g. overlapping uvs to reuse texuture space.
if you want to stick to unique unwrapping, try to overlap much more. if you get obvious repetition, use decals or vertex painting. (im sure the wiki has information on that, too.)
on a side note that has nothing to do with unwrapping: do you really need to model out all those wood slats? have you thought of using a normal map instead?
I have textured in the past using tiles but I was not really sure if I was doing it correctly or efficiently. To sum up how I did it I assigned each section a different material and went from there so I was working with clusters. However I am not entirely sure how this would display in other programs such as 3D max etc if my models were to be imported. Anyway with this model I decided to brush up and learn new techniques involving unwrapping and unique UVs. I will be sure to follow up on your suggestion.
The model you see is high poly. Just to experience taking a high poly model and cleaning it up to make a low version. With the model you see I can use the Ultimapper tool to create my normal maps so eventually the slats will be mapped and not modelled.
Apart from that, and what everyone has already said, use tiling textures, and overlap as much as possible.