hi everyone! first sorry for my english!
i started to model a thompson m1 smg, to learn some current-gen game modelling and texturing.
the hi poly and low poly is done and approximately the 90% of the unwrapping is finished.
i have one little question on how to unwrap this circular piece of the gun for the most economical uv layout.
i have some piece like this and i don't want to unwrap those as a long stripe.
here it is:
![thompswire.jpg](http://img827.imageshack.us/img827/9308/thompswire.jpg)
thanks!
Replies
should i set the inner stripe in the same smoothing group like the main piece ?
for normal map baking purposes.
"should i set the inner stripe in the same smoothing group like the main piece ? "
It probably will shade horribly if you don't, if for some reason it doesn't work out, you can re-smooth and bake again. It's good to have all your ducks in a row before crossing the street but honestly a little trial and error never hurt, its how most of us learn what works best for us on any given project.
I use this script : http://www.polycount.com/forum/showthread.php?p=1199523#post1199523
(yeah I know, I'm pimping this one alot, but I love it).
All the layouts i tried are generating bad smoothing. the best unwrap from me is a planar map from the front, and another planar from the side. (because it's in a different smoothing group).but it's genearting a long stripe i don't like it. one smoothing group for the enrire object causing terrible smoothing too. thank you all of your help!