and...you can't do that. organic characters can be mapped flat like that because it is a contiguous mesh, and it works out that it can be flattened. on a mechanical object, particularly a game object that's composed of hundreds of seperate meshes....not do-able.
the only problem with that is it takes about 20 times longer, and LW is a pain for doing that. for areas where a single color is applied, lumping said sections together works the best. while mainting that areas where specific details go are wrapped that way. it all depends on the surface. if all the surfaces on this thing weren't as complex as they are, sure. it'd be easy. however, there are to many angles and such. it's not a joy, and takes forever and a day to unwrap already. if someone else wants to unwrap, by all means. it's a pain in the ass
thanks for the comments guys. i dunno when i'll get back to modeling. I'm building a physical model of one of my original designs right now, and it'll probably take me forever and a day to finish. when it's done i'll take some shots and upload em for you all to see doing a whole...cutaway type deal. should be pretty nifty cool.
lol..should probably have added that the physical model is for a college class. i have to get it done. or else i run the risk of failing the course. for a guy trying to get suma honors with a nice 3.8-3.9 GPA...that's a bad thing.
don't worry, i'm not ditchin you guys. real life is just in the way at the present time.