I know this must have been mentioned here before but I couldn't find it...
I was wondering what I have to keep in mind when I want to mirror the mapping of a model that a normal map will be created for.
In the model that I am working on I want both arms to use the same mapping, texture and normal map. To do that I have to offset the mapping of the "clone" with a value of 1 so that both mappings aren't on top of each other.
But I would also like to mirror the mapping of the face, chest armour and belly/groin area right down the middle. Can I use the same technique for this?
Will this mirroring cause a seam?
Replies
http://boards.polycount.net/showflat.php?Cat=0&Number=91531&an=0&page=0
I'm working on a mp model for either D3 or Q4. From looking at the existing textures in the game's pk4 files they use mirroring so I'll just go ahead and do that too to same texture space.
I've got two working character models done for Doom 3 without too many noticable artifacts from mirroring the UVWmap.