Hi guys, I am modelling a sword in blender (I am a beginner with blender and its workflow) and I did a low poly model to then add a subsurface modifier. The thing is that I did the UV mapping with the topology of the low poly model, before applying the modifier. While I was unwrapping I checked the stretching of the map until I got it all blue.
Once I had this done I added the texture above the UV map in Photoshop, just 2 different metals and leather for the handle. I created the normal map in Crazy Bump using that image.
The problem is that when I apply it to the subdivided model it feels stretched, especially the bump map. Should I have subdivided the model before making the unwrapping?
I also tried to apply those textures to the low poly model, I think the stretching is gone (I might be wrong because it is hard to tell) but now the textures are not applied as they should, the textures go beyond the islands I put them:
From Left to right, the UV map with the textures, The high poly model and finally the low poly one.
Please ignore the bad quality of the textures and the way the uvmap was made in photoshop, I was rushing to apply it as soon as possible to see if I was in the right direction.
Thanks and Merry Christmas!