How to get UV to be straight? Because of the intricacy associated in this room i'm modeling instead of building the entire room then uv-unwrapping i'm instead doing it piece by piece. I did the floor first and it looks good in unreal engine 4, but then i stated the walls and when i unwrapped them it came out looking like this in the uv editor [pic below] does it look like that because of the way the camera was in the 3d view port? and regardless of what caused it how do i straighten it up or is it fine the way it is?
First, Select the object in object mode and apply rotation and scale. Second check your model for any connected polygons that will stretch the final map. Think about it like origami, where ever you would bend your model to make a paper version, that's where you put the seams. Generally you want to keep square polygons as a square shape in the uvmap. If you have a uneven polygon attached to a square polygon the uv map will stretch the square polygon's normals to match the uneven polygon. Just something to think about.