Hi there,
There are literally no "High-Poly Hard Surface UV Mapping" tutorials on the Internet, at all. I've searched for days but can't find a single one. So thereby, I kindly need you guys' help.
So I have this M16A4 model, which can be seen here: [http://forums.cgsociety.org/showpost.php?p=7290053&postcount=25](http://forums.cgsociety.org/showpost.php?p=7290053&postcount=25)
This is all made in 3ds Max. Now, I want to texture (paint) this by using Mudbox. I have no experience on how to do this, and as I've been saying, I don't know where to find any tutorials. So my initial attempt was to try learning it myself, which failed. I'm not talking about painting the gun, but to get the UVs right.
Basically what I've tried is creating the seems like this (let's take the Stock Pad for now):
[img]http://img220.imageshack.us/img220/7475/stockpadseams.jpg[/img]
As you can see, I have created seams at point 1, which goes from top to bottom of the model. Point 2 is just a circle seam to cut out point 3's polys, which is the front of the stock pad. And me being an idiot, I skipped unwrapping the inner parts because "they're never gonna be seen" in my renders. You can see this at point 5.
I'm not sure if I should unwrap the high-poly (TurboSmooth'ed version) or the low-poly one (not TurboSmooth'ed). This was done with the high-poly version, and it lags like mad when working with the unwrapping. But if I unwrap the low-poly version, it's stretching the textures at the uv edges.
And by the way, how are the texture supposed to "weld together" the seams? Because as you can see here, it's clipping between the edges because the parts are not at the same spot in the UV map:
[img]http://img802.imageshack.us/img802/9131/stockpaduvmap.jpg[/img]

This is with the texture applied. You can see where the edges/seams are because of that texture bug:
[img]http://img577.imageshack.us/img577/4236/stockpadtexture.jpg[/img]
For testing purposes, I've tried Roadkill, Unwrella and XRayUnwrap to unwrap the "potential" seams I've created. None of them have made it more clear to me.
This is a wireframe of the model. Both high- and low-poly:
[img]http://img707.imageshack.us/img707/7356/stockpadwires.jpg[/img]
I think my model is worth being textured, and it's so annoying to have the knowledge of modeling high-poly, but not knowing anything about texturing...
So please, anyone, help me out of this painful cage.
Thanks in advance,
Gnasty

