Hey guys,
There used to be a thread about how to mirror lowpoly uv's without having and edgeloop deviding the mirrored parts. You where supposed to put the uv's halfway past the edge of the unwrap, and then set your texture to "mirror" instead of the usual "Tile". Problem is that when I set it to mirror it doesn't fit at all anymore, was there some small step i forgot? I'm using max 9.
Here is an image explaining what i'm doing, above is without mirroring/tiling, below is with mirroring.
Replies
pure luck made me find out that if i set both tiling and offset to 0,5 it worked out.
yay .
Glad I could helps.
Japhir, is there any chance I can see how you've gone about laying out your uvs in the editor with the map displayed beneath? I'm just curious to see it
EDIT:
here it is:
and here is the model with the color blockin applied:
hope it helps
edit: I'm retarded. Didn't realise you brought that up in your original post. doh!
Eric, yeah, i'm pretty sure the engine or hardware needs to support this natively. The DS, for example, supports mirrored uvs in hardware.
thanks guys!