Hey guys, I've been looking through a few threads and there is something im having trouble grasping, I've read that its a good idea to mirror uv's to maximize texture resolution but im not sure how i would go about doing so. I could overlap the uv islands but that would cause my normal map to give me errors ( i think ). Then once the uvs are mirrored how does the engine know its a mirrored texture, Is there something in the shader settings?
i understand its probably something very simple and obvious but any advice would be helpful! thanks
Replies
http://wiki.polycount.com/NormalMap#Mirroring
You dont want ovelaping UVs when doing normal maps.
Make sure to offset them by 1 in the uv editor.
How to offset a UV island by 1 in 3ds Max:
-select uv island
-click square button in the bottom left to make Uv coordinates relative type "1" in the "U" box press enter.
-You've just offset the island by 1.... yay
TexTools has a symmetry tool, but that only works within the same shell.
[ame="http://www.youtube.com/watch?v=OIid4hfEIdI"]TexTools uv symmetry preview - YouTube[/ame]