If by that you mean "Can avoid doing a good job on the UV unwrap and layout?", then the answer is still yes, you should care, at least for your final model. If it's the high poly sculpt, then no, UVs don't matter on that model for polypaint.
The layout is nice and simple. I'd get rid of the mischievous pages header on every page and just put your name. Your name up top should be a link to your homepage. Get rid of the text boxes at the top.
Well I think that's the thing now. Polycount really isn't a valuable tool for getting player models any longer, now it's more of a valuable resource to learn about game development. I personally like the new layout.
Mine is very similar to yours, I just flipped it so that the layout was reversed. I would recommend putting some spacing with the bullet points to break it up so it isn't a block of text, its a little hard to read.
Is this a scene or a level? Cause this looks like the layout for a level, not a concept of a scene. Figure out what your composition will be instead of above shot overview of everything. Also, where's my sandwich tent? This is a pretty lame lunch site.
heres how it looks (with the bevel theres a nasty seam on the front of the base. im trying to clean it up , but its a bit tricky since that edge on the UV layout is 45 degree diagonal. gonna start the diff/spec etc.
Shit, nice layout on those UVs, conte. 256'll be a snap after working exclusively with 128s and smaller for the last few weeks. Slaught, thanks again for the SDKs, these'll be fun. You're like a damned modelling machine.
Here is what the model looks like at stage 1. I just wanted to layout proportions and see how many polys the hair would eat up. Let me know what you think. Thanks. Alex
Depends on the art style. Hand painted still relies on intelligible UV layouts. If you can get all your painting done in 3d, then I suppose you could do away with it. But overlapping is still a thing in packing, and grouping helps there.
Each triangle can have only a single location in the space of a single UV channel. If you want to layer two textures onto the same triangle, but using different UV layouts, that's where you would use another UV channel.