There's no reason you can't make it look nice. Efficient and AAA ready is something else entirely but I'm guessing that's not the goal.
Assuming you've just mashed the auto unwrap button and imported it to painter you're going to hit some problems with resolution etc.
I'd suggest you break it up into a few parts.
You do this by assigning different materials and uving the parts separately (you can duplicate the legs etc. If you want) . You then export it all at once and either go down the UDIM route or simply treat each part independently on import.
Itll be a lot more manageable once broken up, youll get more fidelity and it'll probably perform better as well.
What exactly is the problem you're having? You don't state this explicitly, nor point it out in your images. "failing"... how exactly?
Also, your images are heavily compressed and low resolution, so it's difficult to see any details thru the haze of jpeg artifacting. I'd suggest just to drag-and-drop your images directly into your reply here.
poopipe thanks for the reply I'm trying to follow your advice , I even think I found the problem ( which I'll mention in my comment to Eric)
Eric Chadwick My problem was that the rust material on the body was very low res and didn't scatter properly, I think i found the reason for that to happen .There are a ton of Ngons in my model(like I said I'm a concept guy , not a modeler) I just found tutorials on making props for games and figured out this was most likely the issue . I'm sorry i didn't provided better images, that happened because I had problems with the rendering and i had to render in substance which killed my pc even with those small files. This is why I ended up uploading my model itself.
Ngons don't have anything to do with blurry textures though.
You can have as many ngons as you want. Only thing to know about for rendering, or for game use, is those ngons will always become triangles in the end.
Ngons means the renderer/game engine will be deciding how to triangulate, which may or may not be what you intended.
Replies
There's no reason you can't make it look nice.
Efficient and AAA ready is something else entirely but I'm guessing that's not the goal.
Assuming you've just mashed the auto unwrap button and imported it to painter you're going to hit some problems with resolution etc.
I'd suggest you break it up into a few parts.
You do this by assigning different materials and uving the parts separately (you can duplicate the legs etc. If you want) .
You then export it all at once and either go down the UDIM route or simply treat each part independently on import.
Itll be a lot more manageable once broken up, youll get more fidelity and it'll probably perform better as well.
Also, your images are heavily compressed and low resolution, so it's difficult to see any details thru the haze of jpeg artifacting. I'd suggest just to drag-and-drop your images directly into your reply here.
Eric Chadwick My problem was that the rust material on the body was very low res and didn't scatter properly, I think i found the reason for that to happen .There are a ton of Ngons in my model(like I said I'm a concept guy , not a modeler) I just found tutorials on making props for games and figured out this was most likely the issue . I'm sorry i didn't provided better images, that happened because I had problems with the rendering and i had to render in substance which killed my pc even with those small files. This is why I ended up uploading my model itself.
Cheers !
Ngons don't have anything to do with blurry textures though.
You can have as many ngons as you want. Only thing to know about for rendering, or for game use, is those ngons will always become triangles in the end.
Ngons means the renderer/game engine will be deciding how to triangulate, which may or may not be what you intended.
Same ngon, two different triangulations
More here
http://wiki.polycount.com/wiki/Polygon_Count#Polygons_Vs._Triangles
Plus we have more info here about ngons etc. if interested.
http://wiki.polycount.com/wiki/Topology
Poopipe's advice is solid though, worth digging into!