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Old 16-08-2007, 02:10 PM   #11 (permalink)
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never mind, i got it all worked out, if anyone else is having problems with a non-square texture. Just remember to make the map your working off of set at those dimensions. If your using a checker texture for example, with 14x14 tiles, set them at 7x14 instead, this will counter the distortion so you can see what your doing.

*real updates coming soon*
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Old 16-08-2007, 03:34 PM   #12 (permalink)
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OR just add an UVW Xform modifier, with the U or V set to 2 depending on which direction want to be 2 to 1. Also remember to check apply to entire model.
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Old 16-08-2007, 10:02 PM   #13 (permalink)
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Break up the model uv and bake separately then rejoin and layout the maps. Is how i go about it, but i used a power of 2 uv not a 1 - 2
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Last edited by tkaza; 16-08-2007 at 10:15 PM.
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Old 17-08-2007, 08:19 PM   #14 (permalink)
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thanks for the responses everybody, you learn new things when you ask questions

Heres an update, the texture has a lot of work but here it is. 1499 tri.

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Old 18-08-2007, 06:27 AM   #15 (permalink)
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Looking like a good start. Obviously something like this is going to need a stunning texture to make it look authentic, in particular the roof parts imo, the one on the top looks cool, not sure about the lower ones yet but im sure you're getting to that sooner or later.
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Old 20-08-2007, 07:19 AM   #16 (permalink)
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Hey real nice job there!
But then texturing always was your strong point
Theres not much i car really comment on but maybe make the top globe tiled instead of a flat texture, you know what i mean?

Also make the it look like its had some water damage, as a building with that roof would
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Old 21-08-2007, 01:03 AM   #17 (permalink)
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Texture looks like its coming along nicely. From the top, the wear on the top most roof looks great.
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Old 21-08-2007, 07:25 AM   #18 (permalink)
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The roof does look good and would be even greater if it had a spec map added. Keep up the good work
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