well the workflow for texturing is quite simple…but require a lot of work and tweaking uvs points :o
usually if your model is symetrical, map an half then duplicate it:
-use planars mapping, it’s the easiest and the best except for arms and legs (use 1 cylindrical, or 2 planars but u’ll have more seams)
-spherical for the head if u need it
-study your model in detail and use it’s topology to “hide” the seams (like articulations etc…)
-the goal is to have the less fewer “pieces” and no texture stretching
-layout your uv pieces so that they use the maximum size of the texture and make the texture square and a power of 2 (22…10241024)
in the case of the creature u showed us in the jpeg, i would use a base planar or half cylinder (vertical) along the side plus some ohers planar for the others sides of the leg/arm
in case of an humanoid, u use basicly 2 planars font/bottom that u merge on one side so that u have only 1 seam + cylindricals for the leg/arm
for hands 2 planars top/bottom
here is an example, hope it helps
the technique is simple but require a lot of tweaking to have the uvs look good
Yeah indeed use face layout export to export the unwrap as tga. Btw check the size of it because the default size set in that plugin = 500 so change it into 512 or else opengl compatible.
Anyways people are still talking about LSCM, but how can I use that feature? Is there a tutorial about it? People are saying it’s really easy to use, but I cou;n’t great a nice face layout with it, just some islands of faces. :-?
in edit mode, create uv seams, select edges and press control+e and choose “mark seam”
[turn on drawing of seams in edit buttons to see where they are]
then, when you uvmap press U and choose LSCM. this works on only the selected faces, so select either all faces or select a few and press L to select the linked faces [but not crossing over seams, so this could select an entire region]
usually things need to be tweaked [as in, you need more seams]
also, the layout in the image window is usually very poor, it is only good enough to start moving things around from.
UV pinning is a relavant subject, one I don’t want to ramble about right now