It's always going to be a trade-off between several things. If you have more UV islands you have more seams, which is less efficient (more splits*) and harder to texture (more seams), but potentially packs better. You can add extra loops (as seen here with the suppressor example) and have less islands, but at the cost of…
Having a lot of straight edges in the unwrap makes for a more efficient pack with less null space. A lot of people would straighten a curved magazine in the UV for example. But in this case, and generally with all cylinder caps, having an intuitive UV layout that's easy to texture on is more of a win than null space…
I didn't want them all to look like they were made to go together out of the exact same materials, but I might unify some of the plastic parts later, not sure yet Kaine123 said: Yeah it's a good point and I think many of these textures will benefit from a second round of polish. I don't mind altering the exact lengths of…
Interesting project; I love AK's and it's awesome to see a unique twist on their design. From looking at the planned parts it seems only the barrels and handguards must share their type, while everything else can be mixed and matched - for example it doesn't seem that Barrel A can be used with Handguard B. Though, with an…
This is what the front of the suppressor looks like on my bake / UV. This is a better layout for this part than either of your examples. When texturing you can actually see what you're working on instead of a bunch of weird strips. You can also see that the extra edges only serve to control the normal correction gradient…
I totally agree with Bek on that Point. Earlier in this thread you posted this picture saying all the is red, is one uv shell. So your shading without an normal map and without the geometry you added should look like the one on the right: Now your UV Layout for that piece should also look like the one on the right in the…