overlapping uvs question
by Antonios Dimitrelis · in Artist Corner · 06/02/2009 (1:02 am) · 3 replies
Hi everybody! :)
First of all I would like to apologize if this question might have had been answered before but my forums search didn't gave me anything accurate except of 1-2 threads that were like 5-7 years old and based on the first TGE.
The question is:
Does anyone know if TGE 1.5.2 supports overlapping uvs?
For example, all of one of our main characters face is an exact mirror, so could I overlap the UVs of both sides to save texture space?
In some cases (not sure about torque) this can cause glitchiness and thats something we would like to avoid.
Thanks a lot for any help and advice! :)
First of all I would like to apologize if this question might have had been answered before but my forums search didn't gave me anything accurate except of 1-2 threads that were like 5-7 years old and based on the first TGE.
The question is:
Does anyone know if TGE 1.5.2 supports overlapping uvs?
For example, all of one of our main characters face is an exact mirror, so could I overlap the UVs of both sides to save texture space?
In some cases (not sure about torque) this can cause glitchiness and thats something we would like to avoid.
Thanks a lot for any help and advice! :)
#2
It's just that I'm not a modeler and one of my modelers that is not a torque owner asked about this so I tried to get a confirmation from someone that knows better. In this case you. ;)
Cool avatar btw, I like it a lot! ^_^
06/02/2009 (3:12 am)
Not taken badly at all and thanks a lot for the reply. :)It's just that I'm not a modeler and one of my modelers that is not a torque owner asked about this so I tried to get a confirmation from someone that knows better. In this case you. ;)
Cool avatar btw, I like it a lot! ^_^
#3
06/02/2009 (8:08 am)
Sharing UVW space is prefectly fine except in the cases of Normal Map data (since the normal map is explicietly based on the normal its projected from).
Torque Owner TheGasMan
G.A.S. [+others]
Don't take this badly, but most times the answers are in the examples given.