so im currently working on the uv's for a fps gun (
http://www.polycount.com/forum/showthread.php?t=137331) and i was wondering how much do i scale up the the parts seen in the foreground. The Scope and the bipod will have there own channel. I know the Action, picatinny rail, and the bolt handle should be scaled up anything else and by how much double, triple?
Thanks
Reed
Edit
Ps. are my uv's optimized for the scope or do you guys think they could be better.
Replies
Remember that you can scale individual uv islands without scaling up the entire mesh chunk, so for example, a group of polys that face directly at the camera should be a separate uv element that can be scaled up.
Sometimes I will scale down low visibility areas as well, like the end of a buttstock, or the front of the barrel. This depends on animations, if you can view the model in a weapon viewer, etc, though.
Its impossible to say how well your UVs look from this image however, as its just a black and white image. There is no reference to texal density, so, who knows? Try posting a 3d shot of your mesh with a grid texture applied.
Also, its important to understand that you're scaling squared, so 125x125% actually means 1.5x, 150x150% is 2x, and 200x200% is 4x the texal density. So relatively small changes can have a large impact on resolution. When you scale something 200%, you're giving 4 pixels to that area vs 1 pixel for the baseline.
http://www.polycount.com/forum/showthread.php?t=137331
Thanks
Reed