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I am struggling to unWrapp this weapon model I have created. I am struggling on where to put the seams and the general work flow and direction of unwrapping and how I am meant to do this. I want to be able to put this into substance painter to bake but to do that I need a UV layout with good textel space. How would I go about this? I have also tried to smart unwrap but get bad results when using that method. enter image description here

Here is the blend file. File

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  • $\begingroup$ Hmm. You should try to reduce the number of vertices. I can see a lot of useless vertices in your mesh. For example, the part near the canon doesn't need that much of vertices. Try to reduce it and Smart UV, you should get something abit better... Of course using seams is a better way to unwrap it. Can you publish your blend file (Can't acess it :/) ? $\endgroup$ – Tierno Aug 1 at 15:19
  • $\begingroup$ Here sorry about that drive.google.com/open?id=152SMAeMTtap8r4NDJLUGPTsuh7J5XlgC $\endgroup$ – railgun3000 Aug 1 at 18:41
  • $\begingroup$ what version of blender 2.8 you use ? this blue lines what is ?, i can't delete or clear this lines, i use 2.81 $\endgroup$ – user58715 Aug 3 at 13:41
  • $\begingroup$ Wow, the topology is very bad, too sad where it is not needed, you should start repairing the apology, but not in the way that the answer they gave you is bad enough, it is the same or worse than yours, at least you respect the quads , but not correctly, I will give you an example and when you have repaired it I will tell you how to make your uv for this type of mesh models that represent weapons, and its UV is very bad $\endgroup$ – user58715 Aug 3 at 14:20
  • $\begingroup$ Its topology is so bad that I do not review this very serious error that you have and this affects your texturing because enzymes will be wrong your UV and you will not know where the error is Error $\endgroup$ – user58715 Aug 3 at 15:03
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First clean and make a good Tology

Good Tology

in edit mode select all

Unwrap

Use Unwrap Project

smart uv project enter image description here

use Pack Islands to make a better Uv map

pack islands enter image description here enter image description here

Traditional Method:

the result and quality will depend on your ability to develop the model, there is no specific rule or forced technique, it really is adaptive to your needs and the completeness of the model

Mark Seams according to your model

mark seams

Select UNWRAP

UNWRAP enter image description here enter image description here

small strokes of hand paint for texturing sample

hand paint

Feedback Blend file

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    $\begingroup$ I don't understand why you don't try to arrange your mesh aswell. If you want to import the mesh in a game engine, it will automatically triangulate everything. (especially the dents). If you keep only one face that is supposed to be connected to tons of vertices, you'll just get a really bad result. Our technique is way different and it seems that you lack also some blender workflow technique. I know that my topology is bad because I wanted to show somewhere to start. You did not use any mirror modifier which is just unbelievable when it comes to modeling for games... $\endgroup$ – Tierno Aug 3 at 19:55
  • $\begingroup$ uso unity desde hace 5 años y otros motores de juego, no hay mucho que puedas enseñarme, tengo 3 juegos publicados y mas de 30 apps en play store $\endgroup$ – user58715 Aug 3 at 20:22
  • $\begingroup$ its lack of experience in the field is noted since it does not even know how this topology is made nor is it capable of understanding it through the uv map $\endgroup$ – user58715 Aug 3 at 20:23
  • $\begingroup$ In addition to this, this is not a place to teach, it is simply to answer questions, if you want a modeling course go to blender org and look for professionals like blendertus.es $\endgroup$ – user58715 Aug 3 at 20:28
  • $\begingroup$ Wow. I have learned alot here and I appreciate the time you have taken to help me out and laying it out in a way that is easy to understand but from what i have learned is that ngons are bad and you want to aviod them or is this not the case for hard surfacing? Hopefully the key points you have shown me are: 1. Break down the model into parts. 2. Clean the topology of the model. 3. Use modifers when I can. I am sorry if I have annoyed you in anyway from asking the question and the blue lines are bevel weights used for the bevel modifer and subsurf for sharp edges instead of loopcuts. $\endgroup$ – railgun3000 Aug 4 at 10:21
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Ok so the first thing I did:

  • Add a mirror modifier
  • Reduce your mesh polygon count

I did not Unwrap your model as I think that It should something you got to learn (not using the smart UV method). But your mesh should be better at this point. Try to use as much blender modifier as possible. it is only when you want to export your mesh that you make a copy of it and apply all the modifiers.

enter image description here

enter image description here

Second advice is to thin when modeling to optimize your mesh a first time (just simple things) then pass a second time on it to check where you could improve it.

As an advice for the UV, you should try to isolate the cube areas and mark the seams (red): enter image description here

Anyway, that was a long work and you still have some on this model but this is just detailing, especially the cube areas. If it as model for an FPS, you should consider deleting the faces that won't be visible for the player. If it is a multiplayer model, you should consider the previous advice and create a low poly model to render instead of the high poly one

Good luck :D

https://we.tl/t-GxxdSrGEk5

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  • $\begingroup$ Your modeling is debatable in my opinion is very bad and your councils have no basis, they are inefficient just like your technique $\endgroup$ – user58715 Aug 3 at 13:46
  • $\begingroup$ you don't even know how to write, you have terrible spelling mistakes and you want to criticize me for a workflow, I remind you that advertising links are not allowed, so edit your question and your bad spelling, so if you do not accept the issue I will mark you a flag , points will be subtracted and they will also punish you that they will be checking you all the time $\endgroup$ – user58715 Aug 4 at 14:41

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