In general you want to align your UVs at right angles rather at that 45 degree angle you have now even if it uses more space, as it's way easier to make changes if needed to the normal map (though a good starting bake is the priority) Maxilator brought up the main potential issues, do you understand how smoothing groups on…
hey so i've made a ton of progress on uvs... made a few thing on P3d ninja star http://p3d.in/hGBzq throwing knife http://p3d.in/qQEbE anyway, I don't know if I asked this before but how should I be able to tell of my checker pattern looks dense enough? I mean should I try to fit in one or two checkers inside of one FACE…
ok, I can check in uv editor if normal are flipped wrong way. I do know how to change them so that's a plus. Using xnormal for all my baking and only maya's default uv editor to arrange and unfold, sew and flip my uvs. Is that an ok process? Maya's uv editor is pretty limited in my opinion. Plus all my tutorials suggest…