Hey, this is sort of a dumb question, but I just want to make sure I'm 100% on this before I UV everything on my mech.
If I have a piece that's symmetrical, and I want each side to have the same texture (so I can overlap them in the UV grid and save space), would I need to flip the normals of the UV set I flip over to fit the original? Sorry, kind of hard to explain.
Basically when I have "Toggle shaded uv display" turned on, a UV shell is red. When I flip normals, it goes blue which is good.
However I remember running into troubles with UDK where flipped normals disappeared, but that could have been something else entirely I guess.
If anyone has an answer, that would be great. Thanks
Replies
@selaznog : no, you don't need to flip normals. The mirrored UVs *should* be red. How did you create the mirrored geometry? If it was by duplicating the original then using negative scale you'll need to do a bit of cleanup. First off, freeze tranforms. Then do normals>reverse. Finally, bring up the object's attributes, under the render tab uncheck "opposite".
So this is acceptable, yes?