dur23, I dont quite think thats correct mate. You seem to be looking at it a little wrong. Look at the texture UV as a tile-like surface, constantly repeating the same image. In other words, unless the engine has support for this coded in (none that I know of do) it wont work.
Sage: Sure you can do this in both max and xsi. 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…
[ QUOTE ] 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? [/ QUOTE ] 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.
A small note about using this with normal mapping, sadly I don't think it would work because the way mirrored UVs work with normal maps is that when it's finding out all of the tangent and bi-tangent junk it has to split the verts on the seam of the mirror and invert the tangent for that flipped surface so not having that…