By 'unfold mapping' you mean pelt mapping right? There are a lot of tutorials on it, and its pretty simple to get the hang of (its only really that useful on organic/cloth elements though).
For uvmapping I always keep 2 things in mind;
1) Make sure there is as little wasted space as possible (all that empty black area is a no-no, you have at least 25% wasted space there). The more efficient your texture is, the higher resolution it'll look ingame.
2) Keep the model in as few chunks as possible (meaning less seams, more logical layout). Example, so if you have an arm that would be 1 chunk, torso/legs could be another, and so on.
If you want some good examples of uvmap efficiency just look at the SC2 textures, see how they are laid out. If you want to see extreme efficiency go load up some of the older WoW textures.
Here are a couple examples of infantry I uvmapped/textured for my last mod (sorry don't have the actual uv's on hand..should give an idea of how its laid out though);
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By 'unfold mapping' you mean pelt mapping right? There are a lot of tutorials on it, and its pretty simple to get the hang of (its only really that useful on organic/cloth elements though).
For uvmapping I always keep 2 things in mind;
1) Make sure there is as little wasted space as possible (all that empty black area is a no-no, you have at least 25% wasted space there). The more efficient your texture is, the higher resolution it'll look ingame.
2) Keep the model in as few chunks as possible (meaning less seams, more logical layout). Example, so if you have an arm that would be 1 chunk, torso/legs could be another, and so on.
If you want some good examples of uvmap efficiency just look at the SC2 textures, see how they are laid out. If you want to see extreme efficiency go load up some of the older WoW textures.
Here are a couple examples of infantry I uvmapped/textured for my last mod (sorry don't have the actual uv's on hand..should give an idea of how its laid out though);