I figure before you can walk, you should crawl; hell, I have been trying to run...
So I am working on some game design, and also want to use low poly assets. I notice most of these use 32, 64, or 128 pixels and use them well.
I want to learn to use the most of what little I am given. On my character's face I can use a 64x128, but I am not sure how. I have laid out my UVs on the bottom half of the space, but I am not sure where to go from there?
Do I just export it and cut the thing in half in photoshop, and then scale the V down to 0.5 in Max (on the model); I mean I am sure that will work, but is it the -right- way to go about that?
All help is appreciated.
-Andrew
Replies
The broken way is what Maya does
This has come to bite my programmer in the ass. We are using XNA and exporting our models out as FBX using ASCII so he can modify the texture paths. Thing is, on the texture that are 2:1, the engine scales them UP so that they are square, and thus we get smearing/stretching.
I am a good conceptual programmer. But not familiar with the framework for XNA.
I suppose we need to have it run a check to see if the texture is square or not, and if not then tile by 2 and offset by 0.25, like in my material editor.
If I consistently use the -same- half of the texture sheet, this should be fine. Right?
If any of you have experience with this, your wisdom is greatly needed/appreciated.
Thank you for your continued input,
-Andrew
Wha??? Really?? Since when? I mean, hell, I will take your word for it, but I thought the only time things were allowed to go -out- was when you were offsetting so that things would tile correctly.
So, since you -can- go out, though there is not benefit in my current scenario, what are some of the advantages to doing this?
On Topic:
Yeah, really I am an artist trolling for techical details and progamming notes to hand off to my programmer. Everything is hand made in XNA but there are a few modules that can help make life easier; loads of tutorials too.
THAT did the trick... thank you very much; never knew that modifier existed.
In Blender when you choose a texture in the UV face editing window, your UV workspace automatically scales to the dimensions of that image. So if your image is 1:2, all the UVs you were setting up will automatically scale to that aspect ratio. And if you select your texture before you start your unwrapping, you can work with that aspect ratio from the word go. And if you don't feel like cooking up the texture ahead of time, Blender has the option of generating a texture for you that is good for testing.
Do tell us more about it, maybe we'll all want to use it, eh?
Also: let Jesus into your life, Richard.
The funny thing is so does 3dsmax. In fact you can even set up your UV area without ever applying a texture.
I think the underlying message I'm sending here is, know both tools before making a comparison. If you don't you're just taking your dancing pony to the dog show.