Noob question. I'm wandering what UV mapping is expected by game industry. No distortion in map. Is it good enough left example, or it should be more like right example ?
its always tradeoffs, more seams -> less distortion || fewer seams -> more distortion (generally) and it really depends on your texture and the importance and viewing distance of your objectfor example, on organic textures you might not notice distortion as much as on "mechanical" textures
It totally depends on the object, how you're going to texture it and how it will be used in game. There isn't one rule "the game industry always does X and it always works perfectly". There are common practices that get used over and over again, usually for specific reasons but... ...without knowing any of the other…