Now
that all UV are correctly adjusted it
is necessary to prepare the final texture.
Select
All IDs.
With all the ID sets at the same scale.
We need to rearrange them so that they
lay flat.
With
Expand Selection start separating the
various sets.
At this stage we arange the other sets
right of the Blade.
If
we leave things like that, all the
sets have no problems but we waste
alot of space on the board.
We
will split the Blade into two sets of
UV and thus will be able to increase
its definition on final texture.
Select the points top and click on the
Break Selected Vertices icon.
Then move the selected points.
All the points of the selection are
no longer welded anymore, for the remainder
it is enough to Weld Selected with the
corresponding icon (regulate the threshold
with 0.001 in Unwrap Options).
Then
arrange the remaining UV sets a like
a little puzzle.
Note that certain sets of UV were increased
the definition on the texture.
They
correspond to the parts of the sword
which need it most like decorated
parts etc.
That
also make it possible to use all the
space available on the board.
Now we need to generate a beautiful
image of UV with Texporter.
Here texture we make is 1024x1024 pixels.
I colored the edges in Material ID mode
for locating the ID on the board.