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Does anyone here have some documentation saved on how UV mapping works on KotOR models?
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Nothing special like DP says, but a quick run-down is this:
Each vertex has a UV position (like 0.99 0.99) which is an XY point on the texture.
Each vertex in a face has one of those UV coordinates, and the space that face uses is calculated between those three XY coordinates.
Lastly, each of those coordinates is a percentage between 0.0 and 1.0, which is why the texture doesn't always benefit from being upscaled.