I think what stew meant when he said mirrored textures only ties in with resource budgets and the limitations we're under in that regard with the old engine.
A mirrored texture means higher texel density on that character, and more texel density means you can lower the actual texture size. For models like the intern, or other enemy NPC's, a mirrored texture is good because you can hardly tell that it's mirrored during normal play and having a smaller texture being called on so many guys saves on a lot of performance. I've done this with practically all the models and you can hardly tell (Abe for example has a mirrored texture except on his face and i don't think anyone caught that yet.)
For Munch however, a larger unique texture is preferable mainly because he's a focal point and gets a lot of screen time, and also because you can use a bigger texture (as he's the only one on screen) which means you don't sacrifice texel density. As with abe though, I actually toyed with the idea of only using unique texture areas for the areas of the model where there is unique model detail (head), but in the end i had so much free UV space thanks to uniquely unwrapping his head and how much odd space it took up on the map, that i could comfortably fit the rest in and have him 100% unique.
/tech mode off
Glad you dudes like the new model anyways, i'm happiest with him so far as well. And yeah, i dropped the wall-eyed look. It's not a good look.
Last edited by tda; 09-23-2011 at 01:43 PM..
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