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super efficient uvs?

polycounter lvl 14
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Noth polycounter lvl 14
Hey, I'm hoping someone can point me in the direction of some infos on creating awesome efficient square uvs like slipgate makes. (I'm working on low res hand-painted stuff atm)

http://fc05.deviantart.net/fs38/f/2008/327/7/b/Demonette_construction_shot_by_slipgatecentral.jpg

I'm wondering if you have to be very conscious of it in the modeling phase, or if they are sacrificing stretching in the name of more resolution, then just letting the 3d projection software figure it out.

Mebe? Thanks!

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