Hi everybody,
this is a relatively simple question, but I'd appreciate some feedback or techniques on how resolve similar problems. Here is a simple flashlight model with temporary baked normal map:
Looks quite okay, still learning no remove problems related to padding and visible tiny seams, but here is the main thing.
Unwrap on those cone type sections is a bit problematic, because as i understand, they have to be curled in chunks or box separated for best result, i cant figure it out how to properly unwrap it. For now this unwrap looks usable, but most somewhat bad, awkward, and it has a lot of unused space.
Here is the uv:
(don't mind the switch size, as i said its temporary, mostly the main flashlight tube part is the question here
)
Thanks!
Replies
Thanks again.
Btw, do you really need UV-space for 4 unique shells or can you stack some of them?
Those button thingies could probably have a bit more pixels than the body, but they have way more.
If I was to partly mirror it, I'd go for something like that, with a 4:1 texture.
I used LSCM and straightened the vertical lines, but cylindrical mapping could be better.