This is the part I don't get. In an example like that, there's practically a 90' angle between the two parts, with the length of the cylinder being pretty long. So there's a good chance that they're going to have to be on separate UV islands anyway (especially in OP's example, where many of the knobs are more complicated…
Ok thought I'd also post on this thread as I myself am an amateur still studying concepts like these at university. I've modelled meshes using both these techniques in both max and Maya an wanted to clarify one thing. - wouldn't sometimes it be a must to have meshes that aren't connected in models I.E organic or character…
I've been going through a lot of portfolios for people creating game assets, and I've noticed that some of the pieces to a whole object arent fully connected by polys, they're just kinda "sitting/ floating" in the main piece. Is it ok to not have every thing fully connected in a model? For example, take a look at the SCAR…
Im not advocating merging moving parts, just saying there are advantages to solid modeling, and making sure new modelers are not dismissing it. The UV split doesn't change anything. the error is because the rays are not cast from a continuous surface. the cylinder and the plane are cast separately so you miss details and…
A UV seam doesn't matter. What matters is a hard edged seam from having two intersecting meshes. With a "merged" model you will never get that, with intersecting models you will always get aliasing. What Fletch is saying is entirely correct. Just look at his example. The less hard intersections the more seamless and…
It changes the part where you say that polygon islands wastes UV space. If the island has more surface area than you can cram into the same UV island and get away with, then the UVs are going to wind up being pretty identical? I did, and I've seen quite a few examples of it being done and looking swell without sudden black…