Hi, I am working on creating a model for my video game and I have finished working on the mesh and animation for the model. My question is what is the best way to UV Unwrap this model? The constraints are that the whole model has to be imported in a single md5 format and 1 texture .jpeg to go with it.
As you can see in the screenshot below, the model is made up of different polygons that “dissect” eachother so choosing the vertices that lie inside is a bit difficult. Since I want to create one texture .jpeg for the whole model, I can’t hide/show every polygon to create its own texture .jpeg.
What would you suggest I do for this problem? Thanks.
It wasn’t too clear from the picture, but are you saying that the model is composed of multiple Blender objects? If that is the case, you may have a problem. My understanding is that a texture is applied to an object and not a set of objects so when you unwrap, you will only be unwrapping one object at a time. Now you would have to create an image that contains the surface of multiple objects. That one image can be used by multiple UVs but you would have to pretty much manually position your UV to match up with the image and now its getting awfully tricky.
Another way of interpreting the picture is that it is actually one object but the mesh is itself made out of many separate unrelated vertex sets. The picture (loosely) looks like three spheres intersecting each other. I am thinking that what you have saved in modeling time may now be expensive in texturing. I would consider joining the separate objects into one single mesh that would remove internal vertices. From there you could add seams and unwrap as normal.