The thing with stretching is that it comes with applying a non-stretched texture to a distorted UV layout. If you bake your diffuse material from your high it will incorporate the UV stretching and bake a stretched diffuse. So your diffuse will look stretched but on the object it will look better because the stretched…
Right... because no one ever has two rocks in their scene... heh. Two rocks per sheet, nearly 100% of the pixels being used, if you really wanted to use 100% you actually could using the baseball unwrap. I wouldn't use a rectangle texture, its a waste. Most games are set up to expect a specific size. So a material slot…
@ Passerby n' EarthQuake..sorry I looked at this real quick and replied without realising it was with regards to normal maps only "I hope you're talking about seams with diffuse/spec" Yup. "I dont really agree with this, as tiling normal maps generally tend to highlight seams, not hide them. Unless it is just a basic noise…
To do objects like this I start out with a box, unwrap it in two strips. Then apply turbosmooth (max modifier), then sphereify to fully round it out, this turns it into a quad sphere, I suggest making a primitive shape of this because you might end up using it a lot. Because you unwrapped it as a box you now get the nice…
For these type of shapes I virtually always unwrap it like a tennis ball. 2 distinct chunks. I hope you're talking about seams with diffuse/spec, because a proper bake should be used to get a seamless normal map from your highpoly. You should never have to "paint out" seams on your normals, as this means your bake isn't…