black dog wrote:
Patronising, no. Please never hesitate to tell me useful stuff. Maybe I already know it, maybe not.
cool and same here

although designing and make assets for games is my favorite type of work, I have another large, non game related project, where I`ve had to learn with help from kit89 the material, lighting, animation and rendering side of blender. although most users wanting to make games assets can ignore those extra features in blender.
over this year I`ve grown a lot in confidence with building meshes in blender and love using it for that purpose, as in comparison it makes all versions of radiant I`ve tried of the years, a pain to build game levels in, with the exception of straight walls which radiant is still quicker and easier to work with in my opinion, then blender.
but learning to optimize models for games, and as you`ve just helped me with understanding better the uv mapping, is still something I need a lot of practice with.
I think we can probably help each other and certainly other users in here, with the tips on using the blender mesh tools, but as I`ve still not upgraded blender from 2.41 to 2.42, I`m not familiar with "merge to target vertex" is it different from "merge verts to cursor" available in older versions of blender?
regarding the (edge cutting) knife tool, I always snap the resulting cuts manually to grid using the "shift+s" popup menu, but I first have to either zoom in the 3d window to a small enough grid, or keep another 3d window on screen with a small grid size, so the snapped verts are fine enough, other wise the model comes out looking to blocky. is this similar to how you use the knife tool?
black dog wrote:
While it's possible to have many seams on a model, I don't know that more is always better. The idea is simply to have the surface look as contiguous as possible without stretching, ideally using as few seams as possible. Learning how to do that effectively is really just a matter of unwrapping a few models and seeing what works.
understood and thanks

kit89 wrote:
Looking Good Ratty.
When it comes to UV-mapping in Blender I suggest you try the "Live UnWrap Transform" feature. This allows the skin to change as you move pinned faces making it very flexible to modify skins effectively. Although it wont move pinned faces so its best to have maybe 4 or 5 pins.
Depending on the size you could just leave the standard uv-map (Each quad/tris uses the entire texture) although if its not a repeating texture it will look silly..
Cant wait to see more.
thanks kit89, and I had already been using "lscm live transform" which is a lot better then lscm on it`s own, if we intend to then tweak the uv`s by hand, but I now think black dog`s suggestion of first making more efficient seams on these game world models, will be the most time saving method, although I`ll still be using lscm live and pinning on non world models.
thinking about it, I`ll probably still use just a couple of pins on the game world models but only so I don`t have to scale, rotate and align the uv maps each time I use lscm to unwrap the model, but I don`t intend to tweak their uv`s by hand.