I’ve been trying to make a model of a CalorieMate chocolate bar, I tried using boolean for the holes but it screws up the base mesh of the bar, so I decided to make the holes on the base mesh itself using vertices. I only started working in Blender recently, so there’s lots of stuff, a lot of basic stuff, I don’t know about.
For reference, here is a photograph of what the bars look like:
Here you can see an overview, a top view and detail on how the mesh was made and how the holes work;
The model in question has a Subdivision Modifier enabled, put to 4, that way it makes it look smooth. The modifier wasn’t applied when I took the screenshots;
However, I assume that because of the vertices that I extruded and moved down the Z axis into the model, the UVs are no really weird, even when I add seams that would fix the UV, it still has stretched parts, is it because I didn’t apply the SubDiv modifier? Is it because of the density of vertices?
I isolated the top with a seam and it looks like the holes are causing the problems:
Does anyone know how I can properly UV unwrap this model and does anyone have any tips on how I could make this look good, like a real CalorieMate?