Stitching is pretty basic. Say you have a cube... and you UV map the top first, then you select one of the sides and UV map that. You can then arrange those 2 sides and stitch the seam where the top joins to the side. Therefore, when you texture this, there is no discernible seam on the texture. It allows you to create UV…
It looks like you followed cgtuts+ tutorial.That tutorial focuses more on movie/still renders then on game art you should create the low poly mesh and then bake the normal/ao from h-poly mesh and tools like pro optimizer are really only useful if you want to take a mesh from sculpting tool to modeling tool like 3dsmax…
Thats the spirit! Nice to see you take our comments,and actually do something with it. Seriously,that tutorial is very good and you will get a good grasp of the whole process.Like Nathan said,itll take a couple of days to do it,but whats a couple of days to learn stuff the right way,instead of pulling your hair out over…
Infact i might even just fallow this tutorial and create the weapon and do the UV work to learn :) i totally appreciate it! and ah ok it makes sense now :) because at the start i was always thinking like 'oh sure when you flatten the Uv's out then its the same' but what your saying seems alot more legit and practical :)…
I think you've posted in the wrong section here, so this post will be moved soon. I believe it should belong in the 'pimping and previews' section. that aside, this model is way too high-poly, but I can't see where you're wasting all them tri's without a wireframe. generally, it isn't such a good idea to use pro-optimizer…
Great attempt, I hope you learned something from the process. But its back to the drawing board for this asset. Everyone here has kindly given you advice, all correct and very helpful. I would definitely look at your unwrapping and texturing, the above UV is a mess in terms of creating a great diffuse, its broken and…
I'm probably going to reiterate what everyone else has said, and it's all steller advice. You've done exactly what I did when I first started making models. That UV Unwrap modifier can be a scary looking thing, and the most calming way to go about it is to let the modelling program arrange the UVs for you. (which I believe…