3===SPECTER===3 wrote:Thanks for the feedback guys. I went with the 6 edged chamfer box and am gonna call the low poly. In total its 2,048 tris.
Sounds good, but remember you will ideally also want to do a 3p model and textures too once the textures are done for this but that sounds very good for the 1p model
3===SPECTER===3 wrote:So far I've mapped every face to make sure the proportions are right and no UV's are backwards or anything.
Nothing wrong with UVs being backwards if it saves space, at least afaik and also not everything has to be in the same proportions for the final pack, stuff that wont be seen is best made smaller while stuff thats going to be really close to the player like Iron Sights on a weapon should have a much higher rez texture etc. Although yes before packing its good to layout everything in the same proportions
3===SPECTER===3 wrote:On the FMK-1 I need to have a seam so I decided to put it on the back where it would be the least noticeable. (the side opposite the detonator)
Yep that's good
3===SPECTER===3 wrote:The one problem is the 'cone' shaped hole where the detonator goes in.
right now it's planar mapped and relaxed at 2000 iterations but still really distorted. Should I worry about it? since it's gonna be mostly black and small and also the detonator is going to be in there most of the time anyway.
You just need to make the UV a bit bigger when it comes to packing, the bigger it is the less of a problem it will be although don't make it too big for something that will hardly be seen, just a bit bigger than it is now, using up some spare room on the packed UV
looks good but when it comes to packing you should put each UV inside each other, making the outer ones bigger for a small gap between which will overall mean more efficient use of space, even thou the larger objects are much bigger.
3===SPECTER===3 wrote:The top seems a little warped? (i can't really tell) on the sides but that's because I wanted the whole outside on the same smoothing group and in turn the same UV.
Looks totally fine to me. The only problem this really is afaik is if you are trying to paint absolute round details or something on the texture but I don't think you are in this case and for things like scratches its no problem to work with
3===SPECTER===3 wrote:The biggest problem right now is the sides of the FMK-3
Right now the sides are detached from the main body because when I try to stitch them up they get warped a ton. I'd like to have them stitched to the main body and flattened together because they're on the same smoothing group and the seams would be pretty obviously seen. When they're stitched up I can try to manually relax them but for the most part they're always distorted.
The best example I can quickly give you is how I did my Water Container VOIED's UVs which is a similar shape:
The important thing is to stitch up as much as you can IMO, as seams are far worse than a tiny bit of distortion which in most cases, you wont be able to notice and at the most will just make the texture artists life a bit harder, but nothing like as hard as trying to make seams match.
Basically what your looking at doing is doing as most stitching as you can, without distorting the UVs too much. A tiny bit is absolutely fine and well worth it:
Although with just the texture on above it looks totally fine, if we look at this same corner in checker we can see that its actually a tiny bit distorted:
The main thing like on this corner here is to split the UVs down the middle of chamfer where you need the seams to be and welding up the rest so you can get the most wleding for your money without having to affect too much, but where you can stitch these chamfers up, do so

But in your case, you won't be able to stitch the sides to each other with all of them being stitched to the top which is the main thing IMO, so you just need to split your chamfer UVs down the middle then stitch each side with the side they join onto
And keep the bottom UV of it separate as that will not get seen very much and on your main UV you can make it much smaller than the top UVs
