Recently I have learned the basics of 3d modeling and texturing. Still one concept seems to elude me. The blade UV's of most Skyrim sword models are cut into 2 or 3 pieces. I recently modeled a sword for Skyrim and did not cut the blade into multiple parts. I gave the blade plenty of UV space (Stretched diagonally from one corner of the UV to the other). As a result of this my texture on the blade portion is slightly stretched. By stretched I mean the entire texture looks as if its a slightly lower resolution. I know this is a result of
MY UV. I am wondering if there is a way to solve this problem without cutting up the blades UV? This leads to my next question.
I noticed that the Bethesda textures on their weapons fit seamlessly (as they should). I am curious as to how the texture method works for something like that. Does one use the clone tool in Photoshop to manually match the ends? Is a another program used (like mudbox) to do the main painting, then the image exported to PS and the details added there? i know that most likely many more options exists than the ones I listed, im just a noob.
I will be eternally grateful to the person(s) that help me with this kunundrum.