Ok, it's been a while since I've done any modeling and things have changed a bit since the 500-polygon limit days when I did anything serious, but back then it was critical to make use of as much texture space as possible. Obviously, because there wasn't much of it to begin with.
Now I have a couple guys helping me out with paintball2 making a new player model. The guy who unwrapped it said it was better to keep the checkerboard pattern square and have wasted space than stretch it to fit. Now if the stretching caused distortions and skewing, I'd agree with him, but a straight up vertical stretch doesn't seem like it would do much harm (you'd just have to design your texture to be a bit stretched to compensate).
Here is one of the unwraps in question: the pants:
http://www.planetquake.com/digitalpaint/images/devel/dpchar_pants.jpg (ignore the stray polygon).
So, I pose this question to some of you more experienced folks: Is it better to stretch or waste skin space?
Replies
Do you want to pack more detail into your texture, or do you want to make life easier for whoever is texturing the model?
These days I lean more towards wasting a little space and keeping everything at the same aspect ratio. A little sqaushing and stretching doesnt hurt thoguh, especially in areas less often seen.
But to answer your question directly, yes, I tend to try to avoid distortion rather than use every ounce of space on the map.
Oh, and the reason I'm keeping all the parts separate is because I want to give players the ability to choose different textures for each article of clothing.
Each to his own, I guess!