Thanks for get into this discussion. ![Smile Smile](https://www.wings3d.com/forum/images/smilies/smile.png)
![[Image: uv-map-fixing.png]](https://s25.postimg.org/jurr1l50f/uv-map-fixing.png)
Note that I'm talking to unwrap in low mesh resolution the strip area. Everything else can be done in high resolution as usual.
Extract and organize the tine strips segments in low resolution can - at least - save half of the time you would spend if doing that after smooth the mesh.
In fact, it we are not going to use a 2D paint tool we could to segment it face by face and don't take much care about its arrangement. Although the texture image appearance would be a mess.
![Smile Smile](https://www.wings3d.com/forum/images/smilies/smile.png)
(01-16-2017, 08:07 PM)Marcin Maćkowiak Wrote: Simple question - the left one. But as you said if we are going to smooth it in the future it is going to ruin the mesh. We can fix it with stretch optimization, but mesh won't be the same anymore.I don't think it won't be the same
![[Image: uv-map-fixing.png]](https://s25.postimg.org/jurr1l50f/uv-map-fixing.png)
Note that I'm talking to unwrap in low mesh resolution the strip area. Everything else can be done in high resolution as usual.
Extract and organize the tine strips segments in low resolution can - at least - save half of the time you would spend if doing that after smooth the mesh.
In fact, it we are not going to use a 2D paint tool we could to segment it face by face and don't take much care about its arrangement. Although the texture image appearance would be a mess.
(01-16-2017, 08:07 PM)Marcin Maćkowiak Wrote: So I guess there will be no question like that in the futureOf course that kind of fix will help, but only to allow us to improve/add details to an already UVmapped object without mess up our previous work. That is not applied for when we create the UV map for the first time. We still will need a good way/strategy to unwrap the mesh.
![Wink Wink](https://www.wings3d.com/forum/images/smilies/wink.png)