problem with that tech speed maker is that the trees have no uvlayout , I tried and it has a messed up uvmapping and as I see would be more timeconsuming to make uvs for all the branches than using the splines I guess...
I use UVLayout because it's hotkey driven and speeds up my workflow. Different software for different things for sure, but with UVLayout and iPackthat, uvmapping in Max seems so archaic.
Lol ok so , in theory , if we are forced to put seams in a visible plain area is better to align the quads and borders even if in different uvmaps, but the problem then its if there are other seam zones.
No no - lower polys is always good, as long as you can get away with it. Makes the model significantly easier to uvmap. I wish some of my first models had looked that good.
looks good to me is it accurate? what do i know :D haha so my thoughtprocess was, hey the cheapo way of flowmaps is, uvmapping the strands straight, top to bottom and apply the green map / down vector, why should this not work for the individual hairs if mapped this way?
580 tris so far after around 2 hours chugging away. All of that is UVmapped, it just needs arranging once I've got the rest of the mesh. Its fun working out what faces can share uvs :)
First time texturing and UVmapping a model, it actually turned out pretty okay:)...(Texturing process would have went better if i had a tablet though). well off to do more modeling. Maya for modeling and UV's . Photoshop for textures. Thanks for viewing!
I get often those issues, even if the uvmap is perfectly clear, , the lp model is perfectly matching the high poly one , so I do not understand why I get those artefacts?
I would unwrap each object individualy by hand _before_ i copy it around. Your facade looks too complex to get any usefull uvmap by simply box mapping it anyway.