11-13-2016, 09:35 AM
(11-13-2016, 09:00 AM)fridge225 Wrote: The UV's are not on the same side in Ohana or the games, the texture is mirrored on the X axis once inside Ohana/Pokemon. Its like this so the game only needs half the texture and saves space.Not exactly how the game or the tool does through. It just sets the U component scale on the UV transform to 2 (effectively doubling the U value) and the texture U wrapping mode to Mirrored Repeat. This way a U value of... let's say, 0.7 is first doubled, so 0.7 * 2 = 1.4. Since we are using the mirrored wrap, and the value is > 1, it will pick the pixel at the position 0.4 from right to left (mirrored!), or 0.6 from left to right. All without needing to touch on the texture.
As for the reason they do it this way, I believe that they originally use a texture with the two halves when modelling the mons on maya, then they halve the texture after exported and setup the UV transform and wrap to compensate for the change.