My item is very basic, just over 500 tris but I will be cutting it down to just under. My texture map is 512x512, I know I'm supposed to use my space wisely but if I fit the staff upright in the unwrap then it gets very pixilated...and as I try to open the Max file, I have just realised my 3ds Max is 2012 and the file is 2014..so I'll have to get an image of the model tomorrow.
I want to unwrap well and create nice textures, so please, I am grateful for all tips and advice!!
Replies
> Create logical seams.
If there is a change in material (example metal to wood) create a seam there.
> Overlay UV's when possible.
Say you're creating a weapon that has small emerald studs on it, those studs can easily share uv space which will cut down on the amount you need to texture and UV.
> Don't be afraid to scale UV's up or down a little.
In order to best utilize space when unwrapping sometimes it is beneficial to scale down or up UV clusters. As long as there isn't noticeable differences in the texel density it won't hurt.
> Texure at double the final size
This one is a bit hit or miss with me, but it can be beneficial to work at 1024 for a 512 texture then scale down when finished. Working this way helps keep the texture from becoming overly pixelated.