It would depend on what the game or situation calls for, if it's a static car with flat tires it's different for example. If you're doing something for portfolio, don't make wasteful UV's just for some barely visible unique detail. Another example: the treads on my bulldozer are just a tiling texture of 5-6 links. You…
@Sliterin Thanks for stopping by! @CandyStripes05 Thanks for the UV image. I noticed you did not stack any UV's? Is it okay to stack mirrored UV's on the original if the texture will be the same? I'm thinking of putting a stripe down the side so the hood, top, and trunk will need separate spaces of course. The fenders…
Never unwrap the whole tread as one single strip. Overlap and share parts of it, if you have 25 sides, overlap 5 times 5 for example, and just make sure that section tiles well. You will NEVER notice it tiles (it all looks the same, and it's pattern after all), yet you will be able to do a much better and more efficient UV.
Typically game cars do not get the same treatment as normal game assets. They do use normal maps, but not on the body to control shading. Not all edges get beveled, because not all edges need beveled. In your case for this example, it will most likely be beneficial to add them. In your image, the issue for #3 I think is…
Hahah and i thought that i was harsh. No same counts for me there are some very talented people still reacting to this thread. showing they care . So don't let us down please. Anyway on stacking: the only thing not stacked are the spokes. to get variation. also one should probably have a brand on it so thats an other one.…