i would also like to add that in alot of console engines this would add draw cost when not needed, keeping your texel density consistent helps majorly when dealing with pixel draw overheads, also often just makes lower res stuff look worse in comparison a consistent lower res can look better than an an in-consitant but…
Neat axe, kind of Medieval looking. My only critique is that unless you're planning a vastly different texture on both sides of the axe you might as well mirror as much of it's UVs as possible. That way you can get a higher pixel density in your texture. Right now your getting fairly distorted UVs especially along the…