Steps on completing a model...

I see a lot of blue…
http://s20.postimg.org/5t6qmjobx/image.png

I already tried to fix these green zones, but I can’t unrwap that part properly.

This is a really simple model, so don’t go with anything but ONLY dark blue EVERYWHERE. If you don’t learn how to unwrap this how do you plan to unwrap much more comlicated meshes later on? Watch tutorials and keep trying, it’s way too important, you can’t skip this.

Well, today I made a quick simple model just to train the unrwapping and texturing, and here are the results:

http://s20.postimg.org/9b3487pbh/image.png
http://s20.postimg.org/dvpan590t/image.png
http://s20.postimg.org/pnd5xy3n1/image.png

I know, it’s not high quality and I need a lot of training, but well, at least is all blue :slight_smile:

Your files are not showing up.

Awesome, son, you’re showing progress.
Some ramarks:
1, In game developement texture space is precious, so always try to make better use of the available texture space.
2, When baking ao, I always prefer to check ‘normalize’ in the settings, this way the baker doesn’t take the materials diffuse color and intensity into account resulting in darkening only what should be darkened.
3, Where are those colors in the third image coming from? (I circled them, see attached image.)
stc=1

Thanks, I’m trying and trying until I find where to put the correct seams xD with some practice it will come automatically I suppose…

  1. So, you mean, make the resolution of the texture lower? like 512x512? or you mean, make bigger the unwrapped items?
  2. I’ll take a look into that, but I have a little problem here. you see the unwrapping of the blade? well doing the ao the right end of the blade was black, I don’t understand why, so I “painted” that part with the normal color…
  3. Sorry the file doesn’t appear. Maybe you mean the little blue and yellow colors? That’s because of a tutorial that said to separate the different parts of the unwrap in different layers, and for recognize the layers, paint them, I forgot to remove that but it doesn’t affect the texture, so I don’t really mind.

1, Make the UV islands bigger to make better use of the space, but leave enough space for padding (margin). Note: Scale everything or nothing to keep the texel density consistent.
2, What do you mean right end? Right from what view? You could post a blend file so that I could check the geometry.
3, Those colors could still show up, when your model is in the distance because of MIP maps. Try zooming out.