Friday, April 25, 2008
UV Mapping & texture templating
I've just done creating texture templates for wrapping the models meshes. Now comes to UV mapping process to map all unmapped 3d meshes. I used non-linear UV mapped which is most effective way to minimized the used of texture on the templates and increase the use of detailed texture per-pixel. Non-linear is an advantage but will be disadvantage for some game simulator or some game which enables linear mapping for custom ingame texture painting. As for me what the heck i just do what i'm capble of. Beside you can simply re-edit/repaint manually the texture either in TGA, DDS, TIF or any supported format for models under respective game port.
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