Hi everybody, this is a relatively simple question, but I'd appreciate some feedback or techniques on how resolve similar problems. Here is a simple flashlight model with temporary baked normal map: Looks quite okay, still learning no remove problems related to padding and visible tiny seams, but here is the main thing.…
I'd worry more about the huge difference in texel density in your example. Those button thingies could probably have a bit more pixels than the body, but they have way more. If I was to partly mirror it, I'd go for something like that, with a 4:1 texture. I used LSCM and straightened the vertical lines, but cylindrical…
Conical cylinders that are not too distorted should have a straight UV-shell imo: Do a cylindrical projection on the mesh. Btw, do you really need UV-space for 4 unique shells or can you stack some of them?
I would use cylindrical mapping. Bit of distortion won't hurt anyone, and one merged unwrap will be easier to texture, and will have less seams, which are more ovbious errors.
Thanks everyone, i managed to get it done. Weirdly, without any reason, i totally forgot about unwrapping tools besides good old "unwrap uvw". "uvw map" tool helped a lot, used cylinder unwrap and stacked half of flashlights uv.