I've got this dude which I'm in the process of UVing and then texturing.
I'm trying to figure out how to UV it and its giving me a headache. Should I used projection normal on some of it?, should I keep the corner bits connected to the larger bits? What do you do with the junk bits that you know arent going to be seen? Can I just leave them outside the square?
I'm mirroring the UVs because the model may go into a game so it needs to be as optimised as possible.
Replies
Cylindircal map the other half (need to adjust the cylinder to not center on remaining half, but as it would be if the whole thing was still there - centered at center line).
edit uvs. stuff around the nose and ear would probably need to be fixed so it doesn't overlap.
mirror the halfhead and weld.
the front of the face should be cylindrical mapped in one piece, and I'd suggest never mirroring across the face so you can have some asymmetry going on.
Thanks for the help.