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File: uvs.png (475 KB, 1139x599)
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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.
>>
>>988488
Was 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.
>>
>>988488
I'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
>>988545
Just, 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.
>>
File: vivi.jpg (467 KB, 2366x1303)
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>>988557
Also, plenty of games just didn't do it and looked great all the same.
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File: sos.png (247 KB, 898x300)
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>>988488
>rectangular UVs
You're looking for the "Follow Active Quads" function when doing the whole UV layout thing. Watch this tutorial son
https://www.youtube.com/watch?v=bHbgQs8zkpw
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>>988497
Do you have links to said addons? I'm curious

>>988557
>>988565
Thank you anons, I'll experiment with this!
>>
>>988619
https://www.youtube.com/watch?v=rEcJQ6Jdue4



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