First of all, the link in your signature is broken. I wanted to see the style of artwork, because this influences how you would approach texturing your models.
This is a terrible set of UVs, as you realized. It looks like you used Flatten UVs, which is really only good for lightmaps (and even then it's fairly poor).
If 1/2/5 is thatch, then you should select those faces and use a Cylinder projection.
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This is a terrible set of UVs, as you realized. It looks like you used Flatten UVs, which is really only good for lightmaps (and even then it's fairly poor).
If 1/2/5 is thatch, then you should select those faces and use a Cylinder projection.
The peak (4) is modeled poorly. This should use less vertices. Here are some examples of how to approach this:
http://wiki.polycount.com/wiki/SphereTopology
It looks like 3/4/6/x are maybe made of iron? 3 should be a cylinder projection, while the rest can be done with Planar projections, and Stitch.
We have some good tutorials here for learning how to unwrap:
http://wiki.polycount.com/wiki/Texture_Coordinates
http://www.google.com/?#q=blurry+texture+3ds+max
I need hel here plz can some one tell me how to UV this normaly
http://www.3dtotal.com/team/Tutorials_3/3dsmax_curved_pipe/curved_pipe_02.php