This is my first tutorial i've written in ages.
I know there are some way to use even less of the UV space for optimization (the 'ol reduce, reuse and recycle). But for this tutorial i wanted to just show a nice clean model with nice clean UVs that are easily readable. Something that is kind of a rarity in these parts (DS parts that is).
I even use that mirror UV system on most of my faces I make for the DS, it's a life saver i tell yuhs.
Anyways hope it was useful for some folks.
Heres the sources, play if you'd like:
http://www.20threed.com/images/tuts/ds_optimization/m1_opt.zip
ciao
Replies
Alex
Alex
Alex
In xsi: Go into the texture_projection_def. Make sure wrapping on U,V and W are on. Set the translation of your coordinates for U,V and W to 1 for each. Then open up your "image node" for the texture, go to the advanced tab and click the "alternate" icons so that the ones on the right are selected. That should get it done for you.
For max: Do as xenobond said and click those to Mirror check marks. But because sometimes max is a silly bitch (they all are sometimes) you have to set the offset and tiling to 0.5 in each of the U and V values.
Odium and polyputty: You surely can get this to work in game. I don't know if it has something to do with engine entirely, because both xsi and max do this mirroring way differently than in maya. Maya it's just two simple buttons and it's done. Both max and xsi do need to be offset to get the mirroring to fit the uv's.
Alex
PolyPutty: I'll get back to you in the morning when i have maya in front of me. It should be in the texture placement tab for your model. But i don't have that app here at home.
Alex
What version are you using?
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I am using 7.0
Ok I found it in the texture placement tab, but everytime I enable Mirroring it kills my resolution of my texture in the view ports. Anyone know what is going on?
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Was anyone able to figure this out? I'm getting this also, using max 8.
edit: Switching the display mode to OpenGL seems to fix it.