Hey guys, I'm working on a low poly RTS type vehicle (Gun and turret not shown) i don't have a lot of experience UV mapping vehicles so I was hoping to get some feedback on my UV Layout. The model is going to have a specular map so i tried to keep large sections together.
Any feedback would be extremely helpful!
Thanks
The UV's are still a work in progress (I know there are a lot of sections with small gaps that still need to be stitched). I'm really curious to know what you guys think about the over all layout .
Replies
If this will be a 512, then you need to map a lot more efficient. You can mirror about 50% of the stuff you have on there. There's no reason to unwrap each side uniquely, even if you would add unique text to it, it just isn't worth this kind of unwrap. Just make sure the markings can be mirrored then (like "808" or a star or something).
Bottom of the thing definitely does not need it, and I would even go as far as scaling that down a lot in the uv's, since you will barely ever see it.
It doesn't always work with all applications, and it does kinda mess up normals sometimes, just a thought.
How does it look from a top down view though? seeing as that would be where you would see it ingame.
Could probably cut quite a few tri's off the wheels if they aren't very visible.
To do list:
- Rework the rear wheel fender plates and door plates
- Still need plates for the turrets, bumpers, hubcabs & hood