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!
Replies
This. You can have straight, boxy uvs, or you can have low distortion. Unless your mesh is made entirely of straight shapes you can't have both.