Well, I got some questions about UV unwrapping as I don’t really have much knowledge in that part. I couldn’t find the answers even though I know they are out there, so I thought it would be easiest to just start a new thread here because you guys know so much about this.
Now the questions…
When is it best to use the “Unwrap” button with your own made seams? You can’t unwrap it like this without getting any seams if you put on a texture, or can you? I would see seams in my texture then in the corners for example at some parts, because I have a seam there that opens the mesh up. Is this method good mostly if you wanna put in a mark at a specific spot on your mesh or like if you gonna export the UV layout and paint the mesh?
Do you use the button “smart UV project” usually when you unwrap something? Or is it always best to make own seams and just use the Unwrap button?
When is it best to you use “Follow Active Quads” button? I have been using it mostly out of the techniques. This is when I just have a seamless texture I want to go over the mesh while trying to avoid seams.
Lets say I got a square, divided into 9 faces. I want the middle face to be one material and I assign that material to that face, then if I have a sub-surf on, the material won’t cover the whole face (If I’m not wrong) unless as much as I know, you put seams there to make the material cover the whole assigned area. Is there any better way of making the materials fit the whole area? Or do I need to add seams or separate that part of the mesh from the rest of the mesh? (this explanation may be bad :O)
Lastly, when do you mainly do “texture painting” in blender?
Is it just what you prefer to use of these techniques that you use, or do they all have a special use?
I know I asked much, but I hope you can tell me the “secret” answers!
AND, if there is something you don’t understand, tell me and I will post pictures to clarify it.