I am always running into problems when texturing glass bottles, for example using selection sets and displacement for embossed areas, getting nice scratches and bumps using texture maps with different projections etc. I’m forever getting artefacts where displaced and non displaced areas meet etc etc.
I tend to create low poly models using the cylinder primitive and extruding edges and creating cuts etc for the bottles that I then put in an SDS to get a smoothed result.
I have become convinced I could make life easier if I had a proper UV map of the bottle, with maps for the inner surface and the outer.
What’s the best way of unwrapping a bottle properly so I end up with decent UV maps, and does anyone have an example of what they are supposed to look like?
Also when I unwrap, should I be unwrapping the low poly model, or making the SDS editable and unwrapping that?
(Secretly hoping Noseman might show me the ultimate way!)