Game Development Community

Mirrored UVs

by Kevin Johnson · in Torque Game Engine Advanced · 09/20/2006 (7:16 pm) · 2 replies

From the tdn article:DTS/3dsmax/Creating a Simple Shape

...it's *almost never* noticable that a texture has been mirrored. Proof of this can be found in the fact that nearly all games have their models unwrapped with this technique (or some form of it)...


Is this still valid ? ie ok to do this?? -please remember im a programmer not an artist ;)

The reason I ask, when I view my characer in TSE (MS4) there is this big ugly seem down the middle of the mirrored parts. I can fix this by relaxing the UVs a llittle, but are there any other "gotchas" i should look for?


k

#1
09/20/2006 (9:06 pm)
Google for "normal maps mirrored uvs"

You'll see that mirrored UV coords are a bit of a problem for certain shaders. Specifically things that typically aren't 'correct' when symetrical.

You should also probably be able to find some work arounds.
#2
09/21/2006 (3:39 pm)
Ok I found a workaround, and i thot id post here incase any1 else has this problem.

using photoshop I painted (127,127,255) with a fuzzy brush on the seams and they go away!

thanx