Hi. UV unwrapping is done by the same principle for any object.
Before unwrapping, you need to do this:
- Select กรอบแว่น, switch to Edit mode, select everything with A;
- enable X ray, click and drag to select these faces, then Delete - Faces;
- it is best to join all parts of glasses and unwrap them so that uvs are uniform. I will use only กรอบแว่น in the example below, though
- btw, you're using edge crease the wrong way. Only edges that you want to stay sharp should be creased. If all are, subsurf has no effect ( you dont even need it right now, so may as well remove subsurf)
Select everything with A, UV - Unwrap
![](https://i.imgur.com/BMiTBfX.png)
it will look weird. Why? Because there are no seams. Where to put them? In places where they would be least noticeable or where they would exist in a real life object.
Select these edges on the inner side of the frame and UV - Mark seams, then unwrap again
![](https://i.imgur.com/U6vIhN3.png)
if you were to enable Display stretch in UV editor, youd see that uvs are stretched in cyan areas. This is where textures would look distorted
![](https://i.imgur.com/69i4ig5.png)
You can fix this by splitting and re-unwrapping them ( you can enable Live unwrap so that it happens automatically when you mark a new seam )
![](https://i.imgur.com/7lw0LXi.png)
Now all three uv islands are uniform, so a pattern would look the same on both sides and the quality would be equal everywhere. But is it necessary? Does it matter how textures look like on the inner side of glasses, which people dont see well?So you could make the inner side's uv island smaller, which will free more uv space and allow you to make uvs bigger and improve the bake result quality
Also, this is not something you need to fix but understanding it will help in the future
When modelling something, try to avoid creating tris/n-gons or breaking edge loops. The process will be easier and the result smoother.
Heres a simple example:
Glasses look like a circle, so it makes sense to start from a circle. You create a circle ( curve) and adjust handles to achieve desired shape
Then extrude this curve, tilt it by 90 degrees, adjust resolution. Subdivide segments and adjust the radius
Convert this curve to mesh to adjust further. You have a nice circular face loop going on and there is no reason to break it. Adjust it a bit to match the shape better, bevel if not enough vertices, then extrude.
Now you just solidify it and that's it, fairly even topology with minimal tweaking