lucky.BOY wrote:Here is the packing, tell me what you guys think about it.
(Red is overlapped to save space)
[R-DEV]Rhino wrote:cool but while I can see this is by no means an easy thing to pack, the packing could be better. My main concern is with what has been packed next to what, which just by looking at the UV itself, I can't see why you have chosen to place some bits which don't fit so well next to each other but on top of that the spacing is not very even with a lot of things pretty close together and lastly you've obviously got that load of unused space in the top right but also unused space all over the map between objects.
BTW is that the underside of the frame UV I can see there which is just as large as the top side of the frame, both in the bottom left of the UV? If so then I would really make the underside UV much smaller than the top since no player is going to be able to be able to get in a good potion to have a good look under it ever, unless that's what they are trying to do. Same goes for other hidden parts but really the underside of the frame is the only real thing on this object iirc.
TBH if this was my UV, I would be tempted to start again from scratch, which I often do btw when my first few packs doesn't work out, sometimes takes me like three attempts to get the basic format right. Save this one as a backup naturally to possibly come back to if you can't find a better one but I would advise with just starting from scratch on the pack, keeping the UVs the same (other than possibly downscaling some hidden parts but that comes later in the pack) and just pack together all the major large components (clumping underside ones etc you plan to scale down into an area outside the main UV on their own, ready to be put into a gap later) and once you've got all the main components in then just start filling the holes with the slightly smaller components, working your way down to the smallest
Just finished packing the UVs for the Tigercat and encase it helps anyone with future UV packing tasks this is the kinda thing I mean, although the spacing of each UV is possibly a bit extreme since I'm overly paranoid about pixel bleeding since I'm normally packing Lightmap UVs and any bleed in them is seriously bad, its better to have too big of a gap than too little

Overlaps:
http://i.imgur.com/pieY1mr.jpg
BTW the reason why things like the centre of the Missile Platform hasn't got any UVs inside its empty area is due to me wanting to use that in one of the early LODs where the platform will become 2D and if there was any UVs inside of it you would see them on the LOD and instead will just have a 2D version with normals of what would be there so you won't notice any real change from a bit away with quite a large reduction in tris

Also while some parts are much closer together than others is either due to them sharing a seam but aren't on the same smoothing group so instead of being fully stitched which would create a normal seam in the baking process, they are just close together to give enough tradition to the normals, or since they are small items that will be removed in the early LODs and wont affect the stuff around them.
Now just need to get the Baking, texturing, exporting, lods/cols and coding done for this little beauty
