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Effectively uv mapping long rectangular faces?

Joseph Silverman
polycounter lvl 17
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Joseph Silverman polycounter lvl 17
Hey, I'm uv mapping my steyr, and UVs have always been something I never learned quite enough about. I can do it competently, but I'd really love to have a stronger understanding of why to do what.

With the long forms, like the barrel and the frame directly below it, what would be the most effective way to uv map them? In the square UV space it's really hard to find a way to make them fit without really inconsistent texel density on everything else, or horrible horizontal stretching.

I know I could 'third' them, and repeat parts, but I'd really like a unique texture along those areas, since I intended it for fpwv.

Should I:
-Go with a 1:2 map size, which would theoretically give me more space to place faces like that?
-Scale them to best match other pieces and accept some stretching?
-Scale everything down much smaller so they fit comfortably in 1:1
-Or do something else I haven't thought of?

Any reply would be really appreciated, thanks. smile.gif

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