What is currently ways you guys go about laying out your uvs for long cylindrical shapes? I suddenly got two models with very long cylindrical shapes and It trips me up when it comes to texel density. I would like to extend the 0-1 area, but I can't seem to make up my mind in how to go about it. Adding an image of one of the models. It's the canons that doesn't speak to me in terms of texel density.
Replies
Usually organic models are best as unique uv (all inside if 0-1 space) while mechanical models are usually best with tiling layout (trim sheets, see modular page on the wiki).
Look for Millenia's workflow on his ships for Fractured Space.
Thanks, Eric. Appreciated.