@Alucard: Did you just put up a pic of the hair or did I completely miss that the first time through?
I'm not sure if I see anything
I would overlap. But that's just me. I don't feel comfortable with overlapping most of the time. This is just personal preference though and there isn't anything wrong with it. It does mirror the texture though (I know you know this, just saying for readers). I think part of my disliking overlapping stems from how much of a perfectionist I am with my work. There is no easy way (that I know of, if so, do tell!) to line up verts perfectly while in UVW edit mode. It would be great if Max had some sort of Vertex Snap in the Uv mode. I know Max HAS a vertex snap, but it only works in the viewport, not in uv mode.
Quote: "Looks like you followed the swordmaster tutorial"
Well spotted indeed! Your totally right now that I re-look at it. Lol. I've been meaning to buy that and take a look at it.
Good job doing that from eye Alucard. This really speaks volumes about you as a modeler and means you have some natural talent. Not everyone has the ability to look at something and rebuild it. You and I share this ability
When I was younger, I would look at a few pictures of these complex lego robots and rebuild them. I would drive my brother nuts lol.
Anyway, as far as grouping multiple objects in your texture map, it's up to you. I stay away from it because if I sometimes reuse weapons else where. Also, if your character is not always holding his weapon, why have that memory being consumed with a texture that's not being shown? Modularity is important, not just for design and the mixing and matching of characters and assets, but in performance in the game engine as well.
"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Degrees: Computer Animation-