I'm currently working on getting back into modeling so I can actually use my degree, but it's been a while. I'm thinking too many islands here, but I'm not sure how to get less...
@Brian "Panda" Choi is right. That is fine. There should be a Uv island for each smoothing group. Sometimes this is not possible and you need to cut. But this is not the case. On the other hand, this could have a lot of optimization. I see a lot of polygons there. Furthermore, I would recommend you use a number texture:
@shabba when you say tileable strips are you referring to making them strips like this? or like this? or am I just completely misunderstanding what you're saying?
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It is what works best for me to find distortions.
Assuming the scale of a military hangar/metal quonset - a unique UV isnt feasible for any kind of decent pixel density.
or like this?
or am I just completely misunderstanding what you're saying?