Wow I like your texture work very much.
That long sleeve armor was a prototype,
and there were some bugs in the male version as well.
If I were to do it again I would start over from scratch.
but not quite sure if anyone else (other then me) desired this mod.
There was really only one texture I used it for.
I am glad to see you have found a use for it.
I wish I could do texture work like you.
I can pretty much do the UV map any way desired.
Do you think the arms and legs should be divided by the top and bottom (in T position)?
Or front and back (T Position)?
Should the arms be separated so that there is unique appearances for each?
The larger the UV map, the less room there is left on the image.
It is possible to extend the map to 256x512.
The uvmap can then span a lot more area.
Or even add more definition with 512x512.
Other note, the downside to making unique UVmaps is that the native textures can no longer be used.
My work models have more then one uvmap and can convert the native textures to new ones.
So you can make library conversions from other armors.
It is how I made the Hassat player characters.
But it is labor intensive.
Wow I like your texture work very much.
That long sleeve armor was a prototype,
and there were some bugs in the male version as well.
If I were to do it again I would start over from scratch.
but not quite sure if anyone else (other then me) desired this mod.
There was really only one texture I used it for.
I am glad to see you have found a use for it.
I wish I could do texture work like you.
I can pretty much do the UV map any way desired.
Do you think the arms and legs should be divided by the top and bottom (in T position)?
Or front and back (T Position)?
Should the arms be separated so that there is unique appearances for each?
The larger the UV map, the less room there is left on the image.
It is possible to extend the map to 256x512.
The uvmap can then span a lot more area.
Or even add more definition with 512x512.
Other note, the downside to making unique UVmaps is that the native textures can no longer be used.
My work models have more then one uvmap and can convert the native textures to new ones.
So you can make library conversions from other armors.
It is how I made the Hassat player characters.
But it is labor intensive.