Not a tutorial but a reminder:
When you're creating the sketch texture, keep in mind that your texture has to cover the UVed area extended by at least one pixel. This applies especially to wings. If you don't do that, i.e. when you have a white or black background, you'll have nasty black or white outlines.
I've seen that happen in Spring44 on the pole of the flags (mex), might be intended though.
This wasn't mentioned anywhere IIRC, so I thought I'd bring it up.
UV mapping and Spring
Moderators: MR.D, Moderators
In general when uvmapping, you want to have a "bleed" area equal to 1-2 pixels at final resolution. For example, if you're making your skin at 1024, but intend the final skin to be 256, then use a bleed of no less than 4 pixels. Generally, I am even more conservative, and use bleed values of 7 pixels for 1024, 5 for 512, and 3 for 256, to make sure that artifacts don't show up in the mipmaps.