This is a quick question (I guess) : how can I efficiently uv unwrap long mesh like this beam :
I would avoid to waste most of the uv space like it does right now :
The obvious solution is to merge the mesh with other to make a "bigger" asset, but it doesn't really make sense with the scene.
What's the best practice here ? Should I add artificial seams to "cut" the geometry ? Would it create artifacts on the render ?
Thanks ! :)
Edit : I am making an asset for a game engine so :
- I cannot have overlapping textures
- I can use only square textures (power of 2 sizes)