After designing my spaceship for my lecture's class and as I unwrapped my model and saw it's UVW map I was convinced more and more that this method was an utter piece of crap.
|How does one Texture So Many Poly's!|
As you can see it came out with a shitload of little polygon's and even with the stitching method of putting polygons together, It would take a long time and in an industry where it pays to be efficient, This method was turning out to be anything but efficient.
|My un-textured Spacecraft|
I persisted with the texturing and used both the multi-object method and a bit of the UVW mapping technique but refused to map those little polys just simple due to time restraints
but I was still unconvinced on this method until...
I saw a particular video. Doing a gaming cause obviously I play games and enjoy them. I have pretty much since I was a child due to my father being a programmer. I've always had a PC and pretty much always will. So when I saw a video on a game I played (and sadly still do) on how they textured there model in game using 3DS Max, Photoshop and holy shit UVW maps to texture. I was like "oh damn" I gotta get good at this.
The video can be found Click here. It's off World of Warcraft's Web series Azeroth Choppers. Now while I couldn't give 2 shits about building a bike. If you scroll to 3.45 you'll see there techniques on how they build there models. After watching this video I became inspired and started to respect the methods power and how it could be used.
I've gone on to since build simple models like barrels, crates, doors, rockets, SAM sites and other assets for my game in Unity all having being textured with this method.
Hopefully in the future with a little bit more time and skill i'll be able to design something like Blizzard did.