3.4. Unwrapping loop process
- Inside Edit Poly, select an id.
- Unwrap directly (unwrap tools recommended: http://www.microcan.nl ) or uv map and unwrap it. In both cases you will probably have to touch up breaking and welding vertex in the unwrap max editor to get the desired result.
- Edit Poly modifier again, select next id and unwrap....
Remember to put the unwraps in different places, otherwise different id’s will overlap.
4. Apply a last Edit Poly and unwrap it to place and scale the different parts in order to fit it inside the texture you'll create. It's important not to leave big empty spaces, which could be used to improve your model!
5. If there is something wrong, geometry... you can Edit Poly (modifier), and unwrap the id that contains the error another time, then repeat number 4 again.
The aim is to see the checker texture over all parts of your model without distortion. The more distortion it has now, the more you will suffer painting to get good results later to solve the problem of stretched textures.
Here is the mesh mapped with checker |