What is the best way to unwrap this thing!
Hi I'm newbie in UV mapping, so recently stumbled on problem with a space base that i'm working on.
Ripping my hair off for days now !!! because of it :/
Usually I use UV master from Zbrush for organic models but don't know what is the best workflow for hard surface low-poly models made in Maya.
The base consists of multiple hard surface models that i need to UV map properly if i want to make some normal maps to add details and make a color map, spec map, emissive etc.
The objects are fairly simple but I can't find any way to unwrap them without stretching. Please see the images.
I try to automatic projection and then sew some edges but it's seems to me like hazardous work without better results than this.
If you have experience with this type of multi objects topology UV mapping please advise, or if you know some UV-ing software that can be of any help...
Thanks in advance,
Last edited by bydesigno; 26-03-2016 at 09:16 AM.