Thanks, Miss B.My first comments would be, the map is too small for something with so many pieces. Lately I've been making my maps 4000x4000, even those that have less detail.
The main reason for that is, you need room around each island on the map for color bleed. IOW, it shouldn't texture up to, and only up to, the edges of each island, because there's no guarantee it will render fully textured, so I always texture about 15 to 20 pixels outside of each island, which will insure you won't have any bleeding from one part to another.
In this case, where the whole chair will be textured with wood, that might not be as noticeable, unlike a piece of clothing that has different colors/textures for different parts of the clothing.
I just saved the map, and will take a look at it, but I would suggest you try putting some space between each of the pieces on a larger map, maybe 4096x4096, which is 4 times 1024x1024.
Nice chair, BTW.
Okay, good to know, but as I found out last night by rummaging about looking for decent textures to use, If I start out with a high number UV map, I can always reduce it with little loss if I want or need to condense it to on or two maps. If I start out with a low number and try to increase the size iwill become pixalated. So I thin I'm at least headed in the right direction.Better late than never...
It would seem least-labor-intensive when modelling something imitating wood that all of the UV islands should be aligned to follow the grain of the wood, so that you can just take a photo of a board and apply it as the texture. It will also avoid having the wood grain change direction on different sides of a continuous piece.
Regarding multiple UV layout maps, just remember that for each texture map that the scene has to load, that's memory used up. If you have a single prop with four material zones, and each zone has 4096x4096 diffuse, bump, specular, normal, opacity, metallic flakes, translucency, reflective, and displacement maps, you end up slowing down your scene quite a bit. (Especially if you multiply that by "x" number of props in your scene, since most of the time you use more than one prop...)
I am not an expert by any means, and it takes me FOREVER to get a project done (check out my modelling threads if you don't believe me... I've been trying to get my first product ready for the store since before the "new" forum went live), but I always try to tweak things so that there are as few UV maps as possible.
Good point VB. I often have to rotate some of the islands on my maps so they're all going in the right direction. Although I haven't used wood textures often, having the grain "flowing" in the correct direction from any angle is important.It would seem least-labor-intensive when modelling something imitating wood that all of the UV islands should be aligned to follow the grain of the wood, so that you can just take a photo of a board and apply it as the texture. It will also avoid having the wood grain change direction on different sides of a continuous piece.
If it's seamless, make a new layer & floodfill the area. And like already pointed out, make sure all parts follow the wood grain. Make sure you have your parts as straight as you can get for easier texturing (aka rotate some of them on the uv map to have them more straight then they are now)Another quick question... well two if you can answer them.
1. What do I do if I have a UV map that uses a larger size texture (4096) than the texture I have available(1024)?
No idea, I usually grab MR when on sale/clearance etc. That way I've build a big collection of seamless tiles over the course of the last 18 years......2. Where can I find some decent and preferably free business suit textures?