can I have a couple hints for UV unwrapping a plane?

Hi guys,

I took a little texture test of the Spitfire I am working on. It’s a Smart UV project with default settings, and as you can see, it’s a good start. I would like to know if it’s errors in my mesh topology that cause the fuselage to be in parts in the UV map?

Also, how to fix same? By drawing the seams by hand?

Also also, when I mirror this, how should I do the texturing, only after I have mirrored this into an entire plane?

Man, if it weren’t for this forum, I’d still be trying to move the default cube. Thank you all!

Attachments


Could you upload your blend file, please?

Sure, this is the current version (still very much work in progress) and the render I get from it. As you can see from the render, I’d need to get jointed UVs so as to get smooth paint work on the plane.

Any pointers as to the geometry of the mesh also gratefully accepted. I know there are issues with it.

Attachments


cycles spit pure fuselage.blend (1.53 MB)