I don't worry about snapping the mirrored UV pieces back... they're still mapped correctly as long as they were offset in whole units. Textures tile by default, right? I learned the differences between the way programs render each others' normalmaps are because normalmaps rely on more than just their pixels. The real-time…
if the left and right arms have the same UVs and you're baking ur normal map all at the same time it'll project one on top of the other and you'll get a total mess, if you want mirroring and ur highpoly geo is the same you will have to offest one arm's UVs to either be outside the 1x1 UV square or just scale it down in a…
hey guys, quick question. I come from a film background and haven't done any game work but was wondering about normal mapping for games. I know with gams, UV and texture space must be optimized. so lots of times the left and right arm with have the exact same UVs. how does this affect normal map generation in a package…