Lay out UVs on the retopo'd low-poly. Clean UVs are required for a clean bevel bake, seams and distortion show up directly in the baked normals.
Rule of thumb: Every hard edge is a UV seam, but not every UV seam is a hard edge.
Process:
- Set your texel density and texture resolution, and stay consistent.
- Mark seams along edges hidden from the player's camera, at natural part breaks, or where needed to minimize distortion.
- Unwrap and relax. Check with a checker map for even texel density and low distortion.
- Pack shells to the target texel density. Don't pack too tightly, downscaling (4096 -> 2048) can cause pixel bleed.
- Separate UV sets smartly. On a weapon, for example, a swappable optic should be its own UV set.
Rules:
- Keep seams off prominent silhouette edges and high-traffic areas (where the player camera most often views the prop), where the bake will show them.
- Some distortion is fine, too much is bad.
- Uniform texel density across shells, unless an area needs more resolution, or less if it's barely visible (inside a weapon magazine, for example).
- Straighten shells on hard-surface flats to save space and reduce aliasing.
- Pad shells enough to avoid bleed at the target map resolution.