I have a paradox issue here…
Im working on isolating items from images to use as item textures. EG, a wall vent, that I can slap on a poly to be used in levels, etc.
The problem is, rarely are items in the real world a factor of two in their dimensions. So, if I am to uphold our law of factor of two sizes, then I will get stretching in one axis (not good). The only way to fix this (somewhat) is to edit teh size of the poly to shrink one axis back, but that is two seperate operations that reduce quality, not to mention the game engine’s interpolation it’self!
I could try and keep the pixels unstretched by cropping proper dimensions, but leaving extra white space around certain axis’, but then you can no longer just slap these textures onto primitive uv surfaces. E.G. You would have to do more work, like using uv unwrap modifiers so you can map just the item and not the junk around it.
So, what is the general consensus on this?