Re: Mapping flexibility
Posted: 15 Mar 2010, 02:47
Don't worry. I can always cut the texture perfectly in half, then check the dimensions, and presto: a location.KaiserJ wrote:this is the big problem, at least in my eyes... its hard to figure out an -exact- centre of a map when the texture and heightmap are a different size and you have to use a single point in a large texture sized image to define where the model goes...i still don't understand why I should break up the mesh. Why not just UVWrap the whole thing and center it at 0?
but hell, im bad with numbers; im sure it can be done.