Unwrapping information

Unwrapping information

Anonymous
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Message 1 of 3

Unwrapping information

Anonymous
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Greetings 3ds max community,

 

The day before I asked for a bit of advice regarding Uv's, and that got fixed quite easily!

Now my next issue isn't exactly a problem but i was just wondering...

 

I have unwrapped the entirety of my low poly model, and while it looked satisfactory I couldn't help but wonder "is this truly correct?"

As the images show, the unwrap seems alright, but then i noticed the lock and their small uv island group.

I did the whole procedure of scaling them appropriatly by organizing them, putting them into uv groups, doing rescale elements so that the other uv islands corresponded to eachother in terms of size etc, yet they do look awfully small. Should i scale that object's Uv group or is it just a matter of fitting a texture on it and we're done kind of situation?

 

If anyone could give me some feedback/pointers I'd be most gratefull!

Many thanks in advance!

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Message 2 of 3

Anonymous
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could you maybe upload a higher quality pic of the unwraps so the smaller parts can be viewed clearer?

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Message 3 of 3

Anonymous
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From unwrap point of view your model is not OK. It is not simply what you do in the unwrap modifier but how the geometry is prepared to make the unwrap.

For being a low poly model you are using too much in overlapping parts, that should be modelled as a more compact geometry instead simply overlapped. That means extruding and building faces and not only adding isolated objects. This not only uses extra UVs in the hidden parts, also can be the object difficult to manage.

This is not a general rule that always everything must be a single piece, it is about the needs of this specific model.

I would suggest to follow a tutorial, there are plenty of crate tutorials around, for example in Youtube.