HystericalParoxysm
30th Dec 2010, 12:20 PM
So I'm trying my hand at TS3 meshing, and doing pretty well. I'm starting by trying to convert some of my favourite TS2 items to TS3, and doing pretty well at it.
Unfortunately, many TS2 items use mirrored mapping to save on texture space. That doesn't really work for TS3 very well, creating a very ugly and undesirable result for CASTing.
I'm used to doing my mapping all in Milkshape, but it doesn't exactly have the best mapping tools for precision. I also have 3DS Max, and can re-get UV Mapper.
What would be the easiest and quickest program to use to un-mirror the mapping for these parts? I don't want to re-map them; some of the shapes are quite complex and creating a new map is not ideal. I'd just like to take the mirrored part, flip it, and be able to align it exactly against the other half. I already have the textures un-mirrored (that's the easy part)!
Also, as a secondary aside-question, is there any easy way to tell that you've got the scale the same on all parts? I know I can apply a checker/grid/plaid pattern to an object and see it sort of that way, but any way using a texture is sort of eyeballing it.
Unfortunately, many TS2 items use mirrored mapping to save on texture space. That doesn't really work for TS3 very well, creating a very ugly and undesirable result for CASTing.
I'm used to doing my mapping all in Milkshape, but it doesn't exactly have the best mapping tools for precision. I also have 3DS Max, and can re-get UV Mapper.
What would be the easiest and quickest program to use to un-mirror the mapping for these parts? I don't want to re-map them; some of the shapes are quite complex and creating a new map is not ideal. I'd just like to take the mirrored part, flip it, and be able to align it exactly against the other half. I already have the textures un-mirrored (that's the easy part)!
Also, as a secondary aside-question, is there any easy way to tell that you've got the scale the same on all parts? I know I can apply a checker/grid/plaid pattern to an object and see it sort of that way, but any way using a texture is sort of eyeballing it.