First off, I realize these unwraps are shitty. They were kind of just thrown together for the example
So other than having a nice presentation, what's wrong with doing A? As in, overlapping all of these (wooden boards). There isn't going to be any normals baked with projection. Why do I so often see unwraps spread out.. is that for individual detail? (Like
![B) B)](https://polycount.com/plugins/emojiextender/emoji/twitter/sunglasses.png)
If I overlap them like in A, wouldn't my textures have a better resolution?
Still new to this stuff, I guess I just need this cleared up.
![example.jpg](http://i3.photobucket.com/albums/y80/Siera/Polycountstuffs/example.jpg)
Replies
B = Ability to bake normals, unique AO, unique texturing, lower resolution texture.
As an artist, you have to decide which one you want. BOTH methods are acceptable and used by artists, but you are the one who has to weigh the pros and cons for the specific case.
A-if its was for a game because some engines can bake AO inside the engine.But you cant get unique texture and normals maps cant be baked from H-poly model.
B-Said above
If you had a box with say, 3 panels per side for all 6 sides, you could normal map 3 or 4 planks seperately and build the box from them (or a variation on that theme, depending on how you prefer to model/UV)