the script uses the existing UV coordinates on your mesh - so if you have a proper unwrap ready, anything fancy like UV shells shouldn't pose a problem :)
Yes, just make sure to unwrap the shells first in Max as the seams alone will not be recognised in ZB (just select all faces, quick peel, collapse the stack, export)
Any specific reason for the diagonal placement of quite rectangular shells? Placing them horizontally would avoid aliasing problems...also there seems to be a ton of unused texture space...
Your UV space has a lot of extra space. You should make your shells a bit larger to use as much space as possible. This will help with texture quality.
Nice start but be sure not to confuse cyberpunk with regular sci-fi; Akira, Bladerunner, The Matrix, Ghost in the shell, these are cyberpunk... Mass Effect is just sci-fi. Gud luck :)
Between 3d-coat and iPackThat UVs aren't really a concern anymore. There may be one or two shells that I have to manually fix but otherwise it's a super quick process.
Merge wouldn't work well sadly, there are shells that are snapped to eachtoher ( ike ornaments), floating geo etc. stuff that would get merged and i wouldn't want merged :|
There is no easy solution to this as this is how UV projections are supposed to work. Straight UV shell > Add loops/splits till the warping isn't noticable - that's what I would do.
The shell casing seems too thick. The indentation in the middle of the case may go all the way around the bullet, only partially, or it might be missing altogether, depending on the manufacture.
Ok, time to try another set for Sven. I want to do a multi-layered heavy armor and keep it edgy and somewhat "modern". Blockout WIPs with shell+turbosmooth: