I am an intermediate blender user and I am currently working on a trireme for a Unity RTS. I have UV unwrapped the mesh manually and I need to have to apply a plank texture on my main hull so I need my UVs to be flattened to achieve plank curving. The unwrap looks good from the stretching point of view (by area type), just some light blue on the front and back but as soon as I flatten the UVs I get horrible stretching that completely ruins my model.
What have I done wrong? Wrong flattening process, poor mesh, poor seam placement?
The flattening process
Select an almost square uv and the scale by 0 on the X and Y the corresponding vertices to get a perfect rectangle aligned with the X and Y. The select that face and afterwards the whole island with L, press right click and select follow active quads by average length method.
the uvs before flattening
the uvs after flattening