
I just started learning UV mapping and this is my first attempt at it. I've modeled a window (the topology in this is a bit messy since it was made long time ago), so i wanted to texture it. Starting by uv mapping it. I moved+scaled the uv vertexes by hand, and i ended up with this.
Question 1: How would your uv-wrapping process look like? Would you also scale/move the vertexes by hand or would you use another technique? would you sew anything out? would using the relax tool or the unfold option be a good thing to use in this case? (i dont find it nessesairy, but then again, im new at this)
Question 2: If you look at the cornors of this mesh the checker texture is kind of going a bit crazy. I can tell it's because my uv mapping at the cornor isn't following the checker texture, so it's obviously going to be messed up in my perspective view. But how can i fix this? Should i paint on it like it is even though it doesnt look ok in the perspective view?
Question 3:

I want to use 'sew edges' on theese 2 loops to create 2 diffrent parts so i can do an autmatic mapping on the lower part and a planar mapping (sewing that so i can wrap it into a nice long piece. But when i try to sew this it doesnt do as i want. what can i do to achieve the uvmap layout that i want without having to separate the 2 pieces and combining them when uv-wrapping is done?
Thanks
- Skalman
edit:just noticed the upper-left window (right part) isnt finished yet. it is soon

