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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.

1003_tid_image78.gif
1003_tid_image79.gif
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.

1003_tid_image80.gif
1003_tid_image81.gif
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).



1003_tid_image82.gif
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.

1003_tid_image83.gif
1003_tid_set.gif
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.




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