Don't always try to keep your shells as large as possible. There is no avoiding texture seams in most cases, and part of good unwrapping is to figure out the best place to put them to optimize your UV space, texture quality, and to remain inconspicuous with them. It's a balancing act. The reason you get wide and then…
I am trying hard to improve on my unwrapping skills, but to no avail I just do not understand UV unwrapping. When do I distort things, when not to, how to separate things but have a seamless texture. I'd like to use flat textures sometimes, rather than have to custom make every texture to make it look decent. For example,…
In general the main 'problem' to be solved while UV'ing is distortion vs seams. Ideally you want as little of bothbut it is a little more complex than that. There's also a bit more to consider if you're going to be using normal maps on your unwrapped model. One thing to keep in mind is how vertices are split. There are…