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Old 03-06-2004, 06:40 AM   #18 (permalink)
Flyby
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Join Date: Sep 2001
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When preparing a model for texturing, or "skinning" as it is often called, you have 2 directions to take:

You either rely on some "automated" unwrapping tools you can find in max5/6 and then spend more time on the texturing the rather large amount of unwrapped pieces. However automated unwrapping hardly considers skin continuity. The result is that you get your UV map rather easy and fast, but you loose a lot of time when texturing. (Unless you don't care for mismatching camo-patterns, like it is in this case)

You can however create UV layouts that are much easier to skin and that allow a great continuity to apply complex texturing patterns. In that case there is no substitute for the manual unwrapping. I reedited several models made by others using the manual approach. In that respect I think Smurf knows what he's talking about as he skinned both unwrapping methods...

@ Keyop
When using a random camo pattern is all but easy (but do-able) to have it match perfectly all around. It takes a lot of time because you constantly need feedback between the 3D model and the texturing program. One big help is to use a 3d paint program...
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