So I have been working on this train wagon and I need some help in on how would I go to unwrap this object. I have already unwrapped and textured the lower base and wheels. It's the upper body that I need help and suggestion. As you can see in the 1st image I have the different object for the upper body but most of them are same duplicated objects for example Number 2, 3, 4 They all have same UVS. But since they will all have different texture breakup I can't overlap them. Number 5 and Number 6 will have a normal map from high poly. So to test I combined these objects as you can see (Image 2) and Image 3 are there uvs. I packed uvs with max using custom packing and padding to 0.01. As you can see the small bolts and stuff have very small UV shell and I tried getting this in painter and they don't hold texture resolution enough. I thought the UVS had proper texel density. Hope I have explained everything correctly. So how can I go about unwrapping this object? Help and suggestion would be really helpful.
P.S. The last image is the reference and as you can see the blue circle, there are screws around. So should I model those as I think they would end up having very small uv shells?
I would suggest a big Planar projection for the whole side. Then separate out pieces as needed.
The bolts are very small details that are probably best done in texture, not in vertices.
If this is for a game, you need to adjust some things from real-world designs, to make them work better in a real-time engine. It is difficult to render many small triangles. This is covered a bit in Simon Shreibt's "Render Hell" https://simonschreibt.de/gat/renderhell/
@Eric Chadwick - Thank you for the reply, Eric. Yes, it's a game model. The issue is the place where the bolts are, those have very small UV shell and the normal map doesn't hold up.
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The bolts are very small details that are probably best done in texture, not in vertices.
If this is for a game, you need to adjust some things from real-world designs, to make them work better in a real-time engine. It is difficult to render many small triangles. This is covered a bit in Simon Shreibt's "Render Hell"
https://simonschreibt.de/gat/renderhell/