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Readjustig the UV of the (m_pants_tunic_short.dae)


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The one in the middle uses skeletal/new/m_armor_pants_tunic_short.dae while the other two uses the tunic_long variant

59f8477f16c08_103117-CeltPants.thumb.jpg.f345cb81019fcb9a14bc441c8dda6a5e.jpg

There is a difficulty in adjusting the texture of the upper part of the pants (mapped in black) just to match the ones below it (mapped in orange)

59f849aac1dd5_103117-Proposal.jpg.5a90d800a163381cb5e267a769bc9732.jpg

What if we create a modded version of the mesh? With a UV that fits together the upper part and the lower part in the area marked in orange.

The rest of the UV will remain as it is.

  • For the compatibility of reusing assets from other/pre-existing skeletal textures

The area marked in black will be left blank with no UV mapped on it. Since the previous UV mapped on it is already inserted in the orange part.

Thoughts on this one?

Edit:

Ah, there will be problems with the topless Celtic units, their pants extends up to 1/3 of the blue area :/

Edited by wackyserious
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The unit texture sizing needs changed to 1x2. That way the legs/skirts may extend naturally downward. Then the top part can be for both arms. This way, there can be asymmetry in the texture. For instance, Romans of the Punic Wars only wore a greave on one leg, not both. Currently, there's no way to do this in the texture. If we do as I say, this asymmetry can properly be addresed, and issues that you bring up in this thread can be solved as well. It would also solve the long skirt problem for females as well as males.

 

But that's a lot of textures to fix/change. Perhaps a script can be written to rearrange the existing textures in batches. Then all the artists have to do is a bit of cleanup.

Edited by wowgetoffyourcellphone
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