Gah, i didn't get that you actually made the guide. Polycount is very game art related so, yes everything doesnt apply the same way. And, yeah i thought it was a blender related thing, so i was expecting some more on projections, and algorithms to help the job (relax lscm). Read that quickly the 1st time tbh. I think it's…
This article tries to give the impression that spherical or planar mapping are the only two choices you have. I wouldn't use spherical or planar mapping either. I'd use relax on a model like this. That would fix every problem he outlines in a matter of seconds. A lot of the other issues he talks about are correct. However…
I think it's fine, but it's pretty general and doesn't really detail the process. If you use the relax, as long as your seams are at the right place, you don't really care about the type of projection. Anyway, a good unwrap should let you paint the texture with the less headaches possible. That's the most important rule to…
thanks for the feedback guys, much appreciated. Sprughunt: This article tries to give the impression that spherical or planar mapping are the only two choices you have. I wouldn't use spherical or planar mapping either. I'd use relax on a model like this. That would fix every problem he outlines in a matter of seconds.…
Hey Noors, Yeah, the main reason I posted it to polycount was because I'm not used to working in a games context except being away lots of uv mirroring happens, and uv stacking seems to be okay for repeating textures. I figured this was the place to go to be set straight about any glaring problems. regarding blender…