Well a friend asked me about uv mapping priorities and I kind of went overboard. So as a mini-tutorial, here is a first draft on things to keep in mind when manually uv unwrapping. Any insight, correction or revision to what I have laid out would be appreciated, as I hope that this advice can be further refined into a full…
Mostly good advice, thanks for writing this up, and for sharing it! However a couple things I noticed... UV seams do not cause drawcalls. When the model uses more than one material... this is what causes additional draw calls. Edit... a draw call is when the game engine has to send a new set of vertices to the graphics…