I'd go with tiling textures for this. You would save a lot of time on unwrapping and on painting the textures. It will also be easier to tweak the textures later if you need. I find it a pain in the ass to work with unique uv sheets for stuff like this. You might need to change your geometry later and you won't have the…
Thanks for the reply, I been wondering about objects that are curved like pipes and the above walkway. If I unwrap it straight it would be easier to deal with texture wise, but can the uvs really be adjusted to not stretch and distort? I like the idea of having each of those faces as metal plates in the texture.
This is going in UDK. I'd create tiling textures and a few custom ones using material instance constants. I'd UV these pieces using a multisub so there'd be a tile for the floor, large flat metals, etc and maybe custom light and railing materials. The reason I'd do this over custom UVing every modular piece is that you…
Why not make each panel in the top image a module? The forked pieces could be straightened with very little stretching, but save a bunch of texture space, you could even weld the seams, reducing the overall vertex count. Why not stack a lot of UV's on top of each other? You have 3 texture sheets when all of this could fit…
I would go as far as to have all of those platforms as straight pieces in your unwrap. The inner platform might look a little stretched, so perhaps you may need some bending if you map that separately. If you can and think it works design-wise I'd split them up into plates in the texture.. That makes sure you can deal with…
Hmm, interesting suggestions. @Vig: What did you mean by make each one a module? The forked pieces are the vertical railing supports. Now that i look at it perhaps I could just stitch those seams and get some more space. I do have alot of uvs stacked on top of each other but your saying that all three of those modular…