It may still be used in mobile games or modern games, I'm not sure. But I'd be really curious to hear if there's a particular process to get this done in a fast enough way or if it's a matter of spending time on it.Tips to make the actual texture fitting this would be appreciated too.
>>988488Was done manually, now there's a few add-ons to do this.It's still used on low poly models with small resolution textures so the pixels don't appear rotated 45 degrees and to make seamless textures.
>>988488I'd like to know this too.I cracked open some PSP models and many of their textures are laid out so neatly. How the hell do they do this?
>>988488>>988545Just, like, fucking do it.Turn on snapping or do stuff like scaling selection to 0 on one axis (select, s, x 0 on blender to align all selected UVs vertically) and there you go.There's few enough vertices that it's totally manageable.
>>988557Also, plenty of games just didn't do it and looked great all the same.
>>988488>rectangular UVsYou're looking for the "Follow Active Quads" function when doing the whole UV layout thing. Watch this tutorial sonhttps://www.youtube.com/watch?v=bHbgQs8zkpw
>>988497Do you have links to said addons? I'm curious>>988557>>988565Thank you anons, I'll experiment with this!
>>988619https://www.youtube.com/watch?v=rEcJQ6Jdue4