Well, I detached to elements, not to individual objects. I didn't do an uvmap , but the detach thing would allow you to have the tooth only a few times on the uvmap, and copy it on the mesh. In the first example, you would split as you did usually. The example with the chamfer need a lot less uvsplit.
Hey Obscura thank you for the example. Can i see where you have added Geo please? Did you UV´ed the Rail and did you setted the Smoothing Groups from UV Shells then? Edit: So you Detached the Tooth from the Rail?
Okay, as I said, do whatever you would like to, These are just my suggestions and tips. Anyways, I finished the lowpoly rail with chamfer, and edited normals. It looks completely fine to me with one smoothing group, and you could uv it in any way (example of character)
Ok now i understand :) So there are now two options: 1. Cut the Shells 2. Let it be one Shell but then there must be more geometry to edit the normals facing the direction of as example a face. And again something learned :) Thanks ^^ But for now i will let it like it is, i mean its not visible so much and the flashlight…
Wut? You was misleaded somewhere. You wouldn't need more smoothing groups, actually you would need less. Because the chamfers would reduce the gradients, so it would allow you to cut less. I make you an quick example about how the element tooth would look really quickly.
This is how I would uv it then(almost the same as how you wanted): You will obviously get some stretching on the tooth if you uv it this way, but you can texture continuously, as you wanted. ***You don't need to apply smoothing splits along uv splits, at least in this example, but as I wrote earlier, this whole thing works…
Even if this button is there, it works the opposite. It will work because then you will have uv splits along smoothing splits. And thats the point. But imagine a character for example. You clearly don't want any hard edge on it, so you don't do smoothing splits, but you must split the uvs at some places. And you still…
bake looks very good. Next time try to mirror over more UV shells. I see some UV islands that are alike and the more you can mirror, the more UV space you can use. You should only have to unwrap one bullet, for example. Go ahead and finish this thing up, but keep that idea in mind for your next project.
And what happens if you add something like 500 extra triangles, for getting better result? Nothing bad, you can be sure... I made an example about the chamfers too. Its a single chamfer, with edited normals. It clearly makes it perfect for baking. There are cases when you are limited and can't use more geo than x but this…
"set your SGs to UV Shells" ?? You wanted to write the opposite right? You don't need a smoothing split along every uvsplit. But you need an uvsplit along a smoothing split. This is why the chamfer is better. You can use only one smoothing group, edited normals, and then you can have it uved as you have originally, or in…