Oblivion
The perks of proper UV mapping

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maczopikczo

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9 comments

  1. Wiepman
    Wiepman
    • member
    • 44 kudos
    Briefly looking back on your great tweak,
    don't you think the (lack of) shadows on the chapel doors also sticks out like a sore thumb?

    I mean shouldn't doors have shadows too, as they do in real life.

    So,what alteration you think could improve that?

    Or does OR 7's real-time building/tree shadows (and would it's more stable improved iterations) take care of that?
  2. maczopikczo
    maczopikczo
    • member
    • 206 kudos
    I'm kicking myself now because rather than finish retextures, learn more about quests and world building, and make atlases, I catch myself constantly thinking about a new UV-remapping project (which luckily could actually be incorporated into atlases...)
  3. Guinefort1
    Guinefort1
    • member
    • 205 kudos
    Looks great! Texture stretching and cutoff have always been peeves of mine.
  4. CarlosS4444
    CarlosS4444
    • premium
    • 126 kudos
    Lookin' good! :)
  5. wellden
    wellden
    • premium
    • 185 kudos
    Wow!! You da man mac!! ;)
  6. 1Mac
    1Mac
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    • 85 kudos
    Excellent.
    1. maczopikczo
      maczopikczo
      • member
      • 206 kudos
      Innit? To think that probably this is what it should have looked like back in 2006...
  7. Wiepman
    Wiepman
    • member
    • 44 kudos
    Stunning improvement.
    Gonna try this right away!!!

    Update: Here you go:

    1Mac's "Unique Chapels Revisited"
    with Lougians "Cheydinhal Retextured" (CR) default LEFT
    and UV_remap_normal (maczopikczo) RIGHT
    https://www.nexusmods.com/oblivion/images/171953
    1. maczopikczo
      maczopikczo
      • member
      • 206 kudos
      Good comparison, Wiepman. Thank you :)