
Oh god, oh god! What have I done?!!
I'm sure there is a much easier way, and I'm going to attempt it, but I only continued with this because all the sections came out clean and not warped like my last half dozen attempts. Just gotta remember, project normal, don't unfold. Thanks Nanaki-San.
A lot of these sections won't get textured, or rather they'll be given a generic texture, because a lot of these sections are parts you can't see, such as the inside of the jet intake grills.
I'm sure there is a much easier way, and I'm going to attempt it, but I only continued with this because all the sections came out clean and not warped like my last half dozen attempts. Just gotta remember, project normal, don't unfold. Thanks Nanaki-San.
A lot of these sections won't get textured, or rather they'll be given a generic texture, because a lot of these sections are parts you can't see, such as the inside of the jet intake grills.
Category All / All
Species Unspecified / Any
Size 1280 x 800px
File Size 277.6 kB
actually if i may intervene on this.
What i would do is select the parts that you know you clearly won't see and then set them to a vertex color that will hide in with the rest of the textures. mostly you want to highly avoid overly complicated UV's because it will make rendering that much harder. trust me attaching a uv to a material in a rendering program then find out the uv map is like 1024x1024 your gonna have speedo issues on a grand scale. so yeah what i would do is say locate areas you can maybe apply a seamless texture to and get away with it and apply the detail to where say windows and other important details will go. I can tell you have a lot of repetitive UV's up there you can easily lay one on top of the other and they will have the same texture no matter what.
What i would do is select the parts that you know you clearly won't see and then set them to a vertex color that will hide in with the rest of the textures. mostly you want to highly avoid overly complicated UV's because it will make rendering that much harder. trust me attaching a uv to a material in a rendering program then find out the uv map is like 1024x1024 your gonna have speedo issues on a grand scale. so yeah what i would do is say locate areas you can maybe apply a seamless texture to and get away with it and apply the detail to where say windows and other important details will go. I can tell you have a lot of repetitive UV's up there you can easily lay one on top of the other and they will have the same texture no matter what.
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