To get the square shape, use the "squarify" feature followed by re-unfold
operation in the unfold operator...assuming the unfold operator cooperates,
which it often doesn't do (for example, creates square/rectangular shapes,
but orients them at an arbitrary angle). The native Softimage horizontal
and vertical collapse UV tools will put selected UVs in a nice row or
column, but you'll need to manually push the points around in the UV editor
after the fact to line up with the appropriate texture image details. For
past productions I wrote tools to align/heal edges of selected
polygons/edges/UV Islands to image details for exactly this purpose. That
would be the most efficient 'simple' route short of a magic 'do it for me'
button.
For the anime content he's showing on screen, there's really no reason to
have as many tiles as shown if they all consist of the same dimensions and
color. A single tan tile, for example, consisting of only a few pixels in U
and V will serve just as well and consume much less memory allowing saved
resources to be used for other purposes. UVs can overlap the same physical
space and reuse the edge for the ink line. UV placement is independent of
image resolution.
Another technique, if applicable to their engine, is to deactivate filtering
for the texture image because it's details are horizontal / vertical lines
and won't create aliasing at render time filtered or not. So why waste
compute cycles? Only valid if the tiles are a solid color, as shown, so no
risk of banding or other artifacts showing up. This is an old, but useful,
technique for real time content...and engine specific.
Matt
Date: Mon, 8 Jun 2015 21:44:13 -0700
From: Eugene Flormata <Eug...@Flormata.com>
Subject: Re: GDC presentation: Guilty Gear Xrd and Softimage
To: "
soft...@listproc.autodesk.com"
>>>>> software?