Hi,
I've finished modelling the exterior of my
McLaren F1 GTR Longtail and before I start on the interior, I would like to uvw map it and unwrap it, so I can apply all those nice textures and, most importantly, a nice paintjob to give it a realistic look. I detached some parts (windows, headlights etc.), assigned material-IDs to the different parts and uvw mapped most of the body. And that's where the trouble starts: I tried different mapping methods for the actual paint-job (where the skinfile is supposed to go), but all I get when unwrapping that, is a mess.
How big of a mess I get, seems to be dependent on the mapping method I use. Best results so far I get with one uvw box applied to the material ID of the paintjob or with a sphere. But when I try to edit it, there are all sorts of different parts of the body showing up all over the place. Is this really normal? I mean, I would have to spend hours, days, weeks, probably months to get all the parts of the mesh where I want them to be.
Can anyone help? What mapping method should I use for the paint ID? I tried different planar maps for sides, top, front etc., I tried one box for the whole ID, I tried cylindrical mapping for the whole ID and it's always terrible.
Which way should I flatten the mesh in the edit window? Best results so far is with "normal mapping" and "box".
Should I maybe flatten my mesh before uvw-mapping it?
I know, uvw mapping and unwrapping uvws is not an easy task, but there are so many possibilities and there must be a way to give me the least troble. Maybe someone could point me to a solution here. I'd really appreciate it!
P.S.: If you need to see certain screenshots in order to be able to help, please tell me, I just didn't want to upload anything before I knew, what would be helpful.