The UV unwrap is going well, and I haven’t needed to put any seams in place. In Blender 2.5, (I’m not sure if the previous system was the same, or if this is all new) all I have to do to UV unwrap is select faces from my model in the normal 3D window – the UV unwrap window is gone, that’s one definite change -
and see them appear in the UV editor.
Once I’ve selected a nice little island of faces I just pin it in place and go back for some more. It’s very intuitive.
The yellow and black arrows in the render is my own UV test pattern. I was using this file from a Second Life tutorial. In World Texture Tutorials for Linden Second Life Immersive Alternate Reality Game. Tutorials © Robin Wood 2005.
But the reason I’m not happy with it, or the automatic pattern that Blender generates, is that they are not very directional. It was pointed out to me on this page from the development thread for this 3D spaceship at the Vega Strike game forums that a directional pattern would be a good idea, and I can only agree.
Using a texture with a direction to line the spaceship up properly will make it easier to later add things like micrometiorite impact scratches in the direction of travel. And this functionality is one of the goals of the Vega Strike game, as explained in this UV tutorial.
It was easy enough to knock up a jpeg in GIMP to use as the directional test pattern and import it into Blender. The hard part is going to be getting all those little arrows to be the same size and to line up.












