i would do the first 1 and weld the edges together, than straighten it out to a strip. bit if distortion, but worth it since it;s easier to work with, and better use of texture space.
what i was trying to suggest was getting a solid grounding in modelling. starting simple with 1 prop and doing it well. Doing an entire scene at this level is running before you can walk.
I take all shots with 2:1 render resolution, 4x GI shadow resolution, 16x or 32x supersampling. Toolbag itself has artifacts with grazing angles that are not resolution dependent.
I also would like to know if anyone has a solution. I have looked into this myself and have not found anything relevant; I just live with it and copy/snap 1 at a time.
This is an MMO I'm currently working on. Might be interesting if you're interested in 'modern fantasy' over 'high fantasy'. [ame]http://www.youtube.com/watch?v=c0S_-UOEw7A&hd=1[/ame]
Wow man looking great definitely improvement from page 1 keep studying that anatomy. I think your modular pieces came out great that bench it pretty cool.
ermm AnimeAngel, wings 3d has pretty good uv tools as well. [ame="http://www.youtube.com/watch?v=wrV_YFnOGzU"]UV mapping in Wings3d Part 1 - YouTube[/ame]
Not that surprising unfortunately. The only reason they stayed open this long, after Disney decided to end console development, was that Epic Micky 1 did so well commercially (critically is another matter).
Edit: god damn this non-HTML business! Mop, in the console, type sv_cheats 1 map d3_citadel_04 changelevel mapname (whatever map you want) give weapon_physcannon Ta-da!