Here is my model. It seems… Messed up to me. Maybe it’s because there are no normal maps etc, But also, I am failing at UV mapping. I can UV map a cube or something simple but this sword is kinda complex especially around the handle and I don’t know how to UV map it that well. Any Tips?
Here are some pictures of my UV unwrapping, They look strange and distorted. The blade is a mirror so that’s why the seams are only cut on half the object.
It appears you are trying to use like three different textures for your model based on the last picture. If you export the UV map as an outline. you can open that png in say photoshop or gimp and place the textures over the areas of your handle/blade/hilt. You then save what ever you make in photoshop or your image editor of choice at the exact same size of your original png. Use that one photo to uv map your entire blade at once instead of full sized textures for each part.
Should split uv verts so you can lay it out in a clever fashion. Some tips:
it is OK to break a model into separate models. You then uv map those separate pieces with primitive uv mapping, ie cylinderical mapping for the hilt, and planar for the sword blade.
You can then combine them after, and organise where they are on the combined mesh uv map. Thinking ahead works wonders for uv mapping, its generally a very planned disclipline where you think ahead.
number of uv verts, and uvs being split (1 vert made into 2 separate ones) is fine, get away from the train of thought where uv verts are in any way related to the modelling verts.
find out how to select an entire object or sub object element in the uv mapping tool so you can arrange them by chunks rather than selecting every single vert and crying yourself into a corner.
Okay, I have a UV map that I can actually say LOOKS like something and shouldn’t be hard now. But what’s the next step? Should I load it into gimp and then play around with it or is there something specific I should do to it?
simply press join uv maps but blender does that automatically when you join the models that already have the uv map then simply drag the map islands in right spot.
Take a look at this uv map and examine it,its simple and it does the job UV maps need to be simple and they shouldnt be stretched so you get strange colors on it.
UV map:http://forum.unity3d.com/attachment.php?attachmentid=25681&d=1318174348