So I totally forgot to do this earlier, but I can’t sleep now so I guess its okay.
I have to research into UV mapping and any alternatives there might be.
so far, my basic understanding of UV mapping is that it is has a few ways to be done. UV mapping is putting 2D texture onto a 3D model.
One way to do it is by unwrapping the model into UV maps and then having a texture created in something like Photoshop. This allows the user to create UV co-ordinates more manually and gives more control over positioning of seams and some control over stretching and squashing.
Though it is almost impossible to stop stretching and squashing, it is important to keep it as minimal as possible. If it can not be avoided, then its a good idea to squash it tighter into places that will need more detail such as around the nose on a face.
The UV mapping below is an example of good unwrapping and bad, the left is not using tools such a peel and pelt, the right is the same character done with peel and pelt
depending on the use of the model, and its amount of detail or polly count there are some tools that can help to make unwrapping easier.
Pelt and Peel are amazingly good tools that helps with unwrapping circular or irregular objects, such as faces or hands in organic objects, but also things like balls, trees, anything else that has interesting shapes that are hard to do manually.
To do this one needs to use the seems tool to create seems in decent places, on the face again under the hair, or down the side of hands. Trees or things with grains and seems to them such as clothing are easier to do as they have built in seems where one can place the unwrap seems. Once the seems are placed it is a simple step to pelt and relax or peel the objects UV to a good flat image.
There are some brilliant tutorials online at Digital Tutors to help learn to use those tools. They also explain stretch and squash in them and the better places to put them in your UVs.
One alternative to UV unwrapping is to use standard projections, which apparently gives the user node based control over the texture, though I am not sure how this works as I have never used it and I can not find much info on it online. Though I am sure it would be out there if one looked in the right place.