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
...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
#2
using photoshop I painted (127,127,255) with a fuzzy brush on the seams and they go away!
thanx
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
Torque Owner AcidFaucet
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.