Any advise for UV-unwrapping this gun?
I've started the "modelling a first person weapon"-course. And decided to get creative for the weapon submission. Therefore unwrapping this object so can bake normals and such. But since i haven't got much experience on UV-mapping (never in 2.8), im not really sure how to tackle this for this item.
Currently, the model consists of several objects. I got several questions;
1. Should i combine all objects into one object? Is that easier for unwrapping and texturing? I intend to have this gameready (triangulated, low vertices).
2. Is there anything else that to make it "gameready"?
2. Have you got any other recommendations?
Thanks in advance!
About the weapon:
I'll call it the Bicyclegun.
Its ment to be a automatic sidearm for a fps-character for short-and limited mediumrange purpuses. It's worn on the right lowerarm (explains the big hole). I suppose you could call it a dualbarrelled-(semi-)automatic-beltfed-carbine. I've based the dimensions of the ammunition on the 5.57x28mm NATO rounds making room for 72 pieces..
The character would have a visor wich should display what the 2 camera's (with the 2 round things near the barrels) see. Plus the box near the picatinny rails would represent 2 lasers for guidance.
The picatinny rails have been added to give a more directional sense for the fps-perspective while also maing room for a flashlight or something.
The past 4+ months i've been experimenting with serveral addons, way-to-challenging-projects-for-my-experiencelevel, and iterations (of those) and this weapon. I've learnt that starting up blender and assume that idea's flow by, just by tinkering around, is extremely ineffiecient. Having some scetches and a todolist that describes wich parts should be added adds some structure and productivity.
But i haven't finished anything. That's something that i want to change by using this object as a vehicle to experience the whole process of making a box to a pretty render. I just to end this project in a acceptable way.